From Stone to the Stars

Because from an outside perspective we flip-flop between awe-inspiring displays of art and magic and unstoppable brutal slaughter for seemingly no reason. Like last turn when we showed everyone our gateway to the spirit world, then suddenly "murdered" the high shaman of the northlands with it, slaughtered their people for a generation (stopping only to use our magic to help the Pearl Divers with no compensation demanded), then turned around and became the northland's best friends again.
Ah. Yeah, that would make sense. We go from "Kind, Prosperous, Pious Traders" to "ULTRAMURDERIZATION, NOW WITH EVEN MORE BLOOOOOOOOD AND TWENTY FIVE PERCENT MORE FROST ZOMBIES AND WEREWOLF WARRIORS, PLUS EIGHTY TIMES THE AMOUNT OF FIRE" at the drop of a hat, don't we?

[X] [Clan] Provide the Mountain Clans regular supplies of food until they find their feet. (-2 Econ tiers)
[X] [Fall] Reorganize the warriors into groups to build bonds between them and teach the fallen.
[X] [Give] Send some of the People's hunters and other skilled workers to help them meet any shortfalls.
 
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[X] [Clan] Provide the Mountain Clans regular supplies of food until they find their feet. (-2 Econ tiers)
[X] [Fall] Reorganize the warriors into groups to build bonds between them and teach the fallen.
[X] [Give] Send some of the People's hunters and other skilled workers to help them meet any shortfalls.



Regarding the first option, while we can likely afford to provide the Mountain Clans with regular supplies of food, as we do have around 4 tiers of economy, seeing as we have a large surplus, I'm not entirely sure if this will solve their problem. The Mountain Clans are facing more than just the issue of starvation at the moment, as they seem to both be too overpopulated to feed a population of their size, as well as the fact that they have pissed off at least three other polities, the Island Makers, Arrow Lake, and the Bond Breakers, making it so that even if they do get fed I'm still not sure they will survive, especially if the Arrow Lake tribe continues to raid them for slaves. Furthermore, while others have suggested using this as a way of getting them indebted to us, I am not entirely sure that will work, as our debt system may not be something that is culturally transferable to them. Meaning that even if we do help them get back on their feet, there is no guarantee that it will cause them to become debtors for us.

I think the second option actually has potentially more promise than the first, mostly for one reason. Quinoa. As described by wikipedia:

Article: However, it is generally undemanding and altitude-hardy; it is grown from coastal regions to over 4,000 m (13,000 ft) in the Andes near the equator, with most of the cultivars being grown between 2,500 m (8,200 ft) and 4,000 m (13,000 ft). Depending on the variety, optimal growing conditions are in cool climates with temperatures that vary between −4 °C (25 °F) during the night to near 35 °C (95 °F) during the day. Some cultivars can withstand lower temperatures without damage.

Quinoa is the type of grain that we can use to help boost their food production. Considering that quinoa is most prominently grown in the Andes, a mountainous region, alongside of the fact that it has very wide temperature range, it is likely one of the few crops that can assist them in being somewhat self-sufficient. As someone's already mentioned the teach a man a fish proverb, I will talk about the benefits of this choice. Firstly, it won't cost us econ tiers compared to the other options. Secondly, as we now have quinoa farming locked in as a choice, it likely won't be too much of an impediment to us. Furthermore, depending on how things go, as we are teaching them how to farm and grow food, this will likely be a long term solution rather than just dropping off food in regimented time slots. This will likely mean advisors, perhaps not spiritual advisors, but advisors all the same who can help us get a good look at their culture, while at the same time likely showing our cultural values to them as well. If this is successful we will not only have a stable buffer state in the mountains, we will likely also have one that can trade with us for more than just foodstuffs, but also be culturally similar to us if things pan out right.

For the third option, I'm not entirely sure about it as they mentioned that the hunting methods of the forests of our area are not the same as ours. Furthermore, I'm not even entirely sure that their issue can even be solved from learning from the Hunt. Perhaps the mountains do have a lack of prey animals for hunting, which has made starvation rampant among them. The difference here with our situation before and theirs is that maybe their lack of prey animals is not due to overhunting like we thought it was for us, but instead the fact that mountains in general usually have a lack of variety due to their environment. In any case, that being said, if this is chosen, this option is likely one that will have us send spiritual advisors to aid them as the Fangs are the ones who understand the Hunt megaproject the most.

The fourth and final option is too vague right now. @Redium I thought we know what ails the Mountain Clans, that being starvation due to not being adept at growing crops and war due to their raids against other tribes. Is there more to this?
We don't want to fix their problems. That just makes them like us for maybe 2 turns before they start asking "but what have they done for us lately?".

Due to geography, tribal neighbors and culture, they are a very poor assimilation target, and they are the biggest potential threat for hostile landgrabs if we teach them agriculture and encourage them to settle on the island near us, blocking our own expansion once we get around to it. We WANT a disorganized, near-fracturing Mountain Clans because it makes the expansionist neighbors unable to expand.

By contrast, sending them food means that they'd remember us for every turn they take food from us, and a turn more besides.
The fourth option seems like a good choice, but I have reservations regarding it. Firstly while sending our hunters will likely help the Northlands, I do not know if it will help them enough, due to one main reason, our hunters have not hunted in the terrain that the Northlanders have, nor have we ever hunted Mastodons. While sending our hunters and skilled workers will indeed help them meet shortfalls, if we roll horribly enough they could still happen anyway. While our hunters and workers are skilled at what they do in our own territory and terrain, I feat that trying to send them north is a riskier option as they will be operating in a very different environment. This difference in environment was made apparent during the war, I would rather we not do the same here if we can avoid it. At the same time I will acknowledge that sending hunters and workers north will have a boon of improving relations between our two peoples through increasing contact with them, however it seems we already have a good amount of that.
Bolded is the crux. Assimilation and cultural conversion of them requires early, intensive investment. Or they'd drift apart once their population bounces back enough that they don't just get drowned out.

Effectively, we're sending our workers and hunters to learn from theirs, before they get sent on to war. It's actually tech stealing in a sense, but it does so in a matter that indebts them to us.
Bone armour is surpringly less expensive than you'd think. An orker's ribs are big enough that strapping a half dozen of them to your chest will serve as armour, no shaping needed. Of course, you have to kill the orker first.
Mostly that they are expensive because you need to hunt a big gribbly, but Orker domestication does help yeah.
Technically not penguins. They just look like them. As others have suggested, they are Great Auks; a species that looks like penguins but were sadly driven extinct - mostly because the bird has no natural fear of humans.
They're cute. I hope they get domesticated.
They don't believe that the soil is inherently evil, more they believe that souls are so heavy that they will literally fall out of someone's feet if they're not on good, hard rock.
*Debates a fat joke*
Star Shamans are shaman who were considered to be among the most promising. Finding a Star Shaman is considered to be a great personal victory since there aren't many. Perhaps a few dozen across the entire tribe? Every family sends their most promising offspring to be tested.

Their training isn't any different except for the Trial at the end. To become a full Star Shaman, you need to commune with the spirits, locked within their threshold for a full day and night. Everyone involved is touched deeply by the experience, some so much that they never leave the spiritual realm. Others are simply never seen again.
So basically, we put someone in meditation within the methane cave, anyone who survives the resultant oxygen deprivation without going completely insane(and probably falling off a ledge) counts.

...the solution is probably to do this during the Winter Solstice I suspect. That'd let them survive more often.
Sorry, i shouldn't have implied that food handouts were better at fixing the angry tribes issue. The benefit of food is not that it will stop them from being beaten to death by angry island makers, but rather that it gives their refugees a higher option of us.

Second, while our vast prestige might indeed fend off their foes, it would do so at the cost of being seen as the one who took away Arrow Lake's loot pinata, stopped the bond breakers from responding to raids, and prevented the island makers from getting vengeance for a breach of taboo so massive that their rage is visible on their leader board. Are they really a friend worth their enemies?

Though to undermine my own argument a bit, they don't have to farm in the mountains at all. Expediency will probably eventually drag them down into the river valley, where they can be a breadbasket for us. Their positioning is absolutely ideal for a vassal state, especially if they get their southern and eastern borders trimmed back a bit, and thus become separated from their enemies.

Also, sorry @Redium, but I can't read any of the text on your map anymore. It's just too small and pixelated.
I'd say the bolded is exactly why we want to keep them as nomadic hunters(by using food gifts to prop up an unsustainable economic system until the weather turns nicer for them) for as long as we can. They deny that territory to rivals until we have finished eating the Northlands and Pearl Divers.
 
[X] [Clan] Provide the Mountain Clans regular supplies of food until they find their feet. (-2 Econ tiers)
[X] [Fall] Reorganize the warriors into groups to build bonds between them and teach the fallen.
[X] [Give] Send some of the People's hunters and other skilled workers to help them meet any shortfalls.
 
[X] [Clan] Teach the Mountain Clansmen the ways to grow food.
[X] [Fall] Reorganize the warriors into groups to build bonds between them and teach the fallen.
[X] [Give] Provide the Northlands with enough food that they won't be in danger of starving. (-1 Econ tiers)
 
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[X] [Clan] Provide the Mountain Clans regular supplies of food until they find their feet. (-2 Econ tiers)
[X] [Fall] Reorganize the warriors into groups to build bonds between them and teach the fallen.
[X] [Give] Send some of the People's hunters and other skilled workers to help them meet any shortfalls.
 
[X] [Clan] Provide the Mountain Clans regular supplies of food until they find their feet. (-2 Econ tiers)
[X] [Fall] Reorganize the warriors into groups to build bonds between them and teach the fallen.
[X] [Give] Send some of the People's hunters and other skilled workers to help them meet any shortfalls.
 
[x] [Clan] Teach the Mountain Clansmen the ways to grow food.
[X] [Fall] Reorganize the warriors into groups to build bonds between them and teach the fallen.
[X] [Give] Send some of the People's hunters and other skilled workers to help them meet any shortfalls.
 
[X] [Clan] Provide the Mountain Clans regular supplies of food until they find their feet. (-2 Econ tiers)
[X] [Fall] Reorganize the warriors into groups to build bonds between them and teach the fallen.
[X] [Give] Send some of the People's hunters and other skilled workers to help them meet any shortfalls.
 
Just decorative columns. Think almost like Stonehenge, except primitively carved and painted. They're more like standing stones than pillars just yet.

So we're not going to be making anything similar to the Acropolis anytime soon then I take it?

Infighting. The lump is a figurehead and everyone knows it. The problem is that the people who actually had what it took to be named Big Men were fighting against each other; none of them could quite manage to get enough support to force everyone else into line.

Big Man systems are great at picking meritorious people. They have terrible succession problems, though. If there's not a strong figure to unite behind as the new Big Man, infighting and even civil war is possible.

So what would be the result if another Big Man tried to influence the choice of his successor? Would that be something that is tolerated or be seen as taboo?

Also, when you mean fighting for his position, are they literally fighting over it now or just politically posturing?

They're constantly evolving. Over time, as we visit the Cave of Stars more and more, traditions will be added and revamped all the time.

Is the Temple itself changing as well? Structurally and aesthetically?

Star Shamans are shaman who were considered to be among the most promising. Finding a Star Shaman is considered to be a great personal victory since there aren't many. Perhaps a few dozen across the entire tribe? Every family sends their most promising offspring to be tested.

Their training isn't any different except for the Trial at the end. To become a full Star Shaman, you need to commune with the spirits, locked within their threshold for a full day and night. Everyone involved is touched deeply by the experience, some so much that they never leave the spiritual realm. Others are simply never seen again.

Have the Star Shaman begin distinct enough that they are considered a Holy Order or something similar of an institution unto themselves? As while they may not have specific magic yet, their traditions seem close to it.

It has to do with something you'll develop way later on. You don't really have the Mysticism in order to fully articulate what's happening and put it into context with how the People would understand the world. Ask again in about... 80 turns? The material involved would need to be mid-Bronze age before it can really start to be articulated.

Ahhh, okay. I'll wait.

The Triumvirate consults the spirits all the time in every aspect of their lives. How often do they go to the Cave of Stars? Usually only once a year near the summer solstice. If there's an emergency, they would consult them outside of it.

So they don't normally decide every major decision by testing the applicants with opening up the door to the spirits then?

You rolled 92+20 (+10 for previous roll, +5 for similar values and +5 for Blood Brothers on top of that).

What's the threshold for getting a changed value out of this? DC essentially.

Narratively? The Pearl Divers dinged their A Word, A Bond value when they refused to help you last turn. That guranteed that it would be the one lost. If you hadn't triggered Spiritual Advisors, then their values wouldn't have changed.

So, now is all of the rest of their traits randomly fair game now, assuming we roll high enough to get it triggered?

Priit probably has one more turn in him. He's not yet in the right place to suggest Stone Age Law. He will, but he's very unlikely to live to see the formalization of it.

So Priit should last long enough to suggest it next turn but is unlikely to finish it? Works for me. Will Aeva have any contributions to make to it or is she too old at this point?

The realization of warriors' families losing out when the warrior died was triggered by taking any non-Holy Order Raise Warriors action. You had a chance to uncover it before the issue exploded into a huge problem. Having a big war a generation ago merely made it more likely to trigger.

So it's a good thing then that we discovered it now? What would've happened if we let it fester?

One or two more turns, most likely.

I'm assuming by then we will have special choices regarding our fusion then like you suggested?

Pitiful. They'll make up 5-10% of your forces. They're giving you everything than can, but they were savaged extremely harshly by the war.

Is Priit in overall command of them or are they acting independently of us? As I think Priit would prioritize making sure they don't get further savaged.


Good to know, I'm assuming we still need to take Study Travel and Hunt Orker again to get it?

Also, would the Horn Riders become a Holy Order once we fuse with the Northlanders?

Leader Board
  1. The People! (Prestige: 28, Army: Reduced, Hardened Neolithic Warriors and Holy Orders, Economy: Early Agriculture Supplemented with Hunting, Art: Sacred Construction and Advanced High Quality Tools, Magic: Fire, Stone, and Spirit)​
  2. Tribe of the West (Prestige: 22, Army: Numerous Professional Neolithic Warriors, Economy: Unprecedented Boom in Agriculture, Art: Innumerable Tools, Magic: All Things Alive)
  3. Arrow Lake (Prestige: 18, Army: Informal, Lucky Militia, Economy: Early Agriculture, Art: Sacred Iconography, Magic: Stone and Slaves)
  4. Island Makers (Prestige: 17, Army: Enraged Elite Neolithic Warriors, Economy: Intense Early Agriculture, Art: Advanced Quality Tools, Magic: Earth and Water)
  5. Roundstone (Prestige: 15, Army: Professional Slingers, Economy: Extensive Aquaculture, Art: Cloth and Paint, Magic: Shouts)
  6. Cracktooth (Prestige: 15, Army: Eager Blooded Militia, Economy: Agrculture and Herding, Art: Tools of Terror, Magic: Bone and Beat)
  7. Bond Breakers (Prestige: 14, Army: Organizing Militia, Economy: Edge of Hunger, Art: Durable Weapons, Magic: Little)
  8. Pearl Divers (Prestige: 11, Army: Informal Militia, Economy: Early Fishing and Aquaculture, Art: Beautified Dependable Tools, Magic: Sea and Salt)
  9. Peace Builders (Prestige: 10, Army: Greatly Reduced Fanatical Neolithic Warriors, Economy: Broad Agriculture and Aquaculture, Art: Ephemeral Crafts and Imported Advanced High Quality Tools, Magic: Of Song and Story)
  10. Cateye (Prestige: 6, Army: Hit and Run, Economy: Hunter-Gatherer with Trade, Art: Glittering Gifts and Functional Tools, Magic: Little)
  11. Lakeland (Prestige: 5, Canoe Archers, Economy: Hunter-Gatherer, Art: Rugged Tools, Magic: Little)
  12. Mountain Clans (Prestige: 1, Army: Scattered Refugees, Economy: Severe Starvation, Art: Little, Magic: Little)
  13. Northlands (Prestige: 0, Army: Nigh Slaughtered Cavalry, Economy: Near Collapse, Art: Bone Tools, Magic: Bonds and Beasts)
  14. River Tribe (Prestige: ?, Army: ?, Economy: ?, Art: ?, Magic ?)

Once again, we stand at the top with our prestige not having changed.

Similarly, the Tribe of the West stands just below us, with around the same prestige as they had before.

Arrow Lake keeps their position at the third spot, though it's somewhat concerning that in their magic category it now includes slaves where it didn't before. We'll need to do something about that later.

The Island Makers seem to be in the same place as well, though I am not sure if they gained a new magic for Earth to add to Water.

For the first of the Peace Builders enemies, we have the Roundstone, I think they are an enemy, who on the map are at west of center across the lake from the Peace Builders. Their martial is interesting in that they have professional slingers, which indicates that the battlefields which we will be fighting on are likely not forests as I don't think slingers are as effective in those. Good thing we have the Horn Riders with us as they will serve as an effective counter to the slingers, alongside our shields providing some protection. Their economy is interesting in that they rely mostly on aquaculture with no agriculture. Their art also seems to suggest they are not as violent as I expected, while their magic seems related to martial pursuits as I don't know where else shouts would be applicable.


For Cracktooth, it seems likely they are the main adversary of the Peace Builders right now due to being on their southern border. The fact that they still employ a militia likely will make them weak against our elite warriors and especially our cavalry. Their economics is nothing special. While their art suggests enough about them that they would've been our enemies anyway with tools of terror. When it comes to their magic, well it seems to be a combination of probably shaping bone and making beats as in drumming I'm assuming.



The Bond Breakers have vaulted up a lot, likely because South Lake has been destroyed by them with their territory taken by their former slaves. Still they seem to be in a precarious position economically with little magic.

Pearl Divers are in the same position, though it seems salt was added to their magic.

The Peace Builders are in a sorry state compared to their heights before, so its somewhat surprising to see how much territory they hold.

The Cateye, the farthest western tribe, with their position makes me doubt they are an enemy of the Peace Builders. @Redium I thought you said that the Peace Builders only had three enemies as they had absorbed the other two. Which three tribes are we fighting? In any case as we don't know if they are enemy or not for the sake of this analysis I will treat them as one. With hit and run as their style of warfare I think we should be well able to deal with them as we have the fangs and are adept at it as well. Their economy also seems relatively easy to disturb as they are still hunter gatherer, making it so that any losses in war will harm their economy. While their glittering gifts do interest me somewhat, their little magic makes them seem like not too much of a threat.

The Lakeland's are a surprise to me, as I didn't know that we had another tribe so close by to our borders. In terms of their martial might I don't put too much stock into them as was mentioned before fighting on the water at this stage with canoes is inherently dangerous, so unless they have a different bow tech to give them an advantage then I think we can easily take them. As for the rest of their stats they seem low tech compared to us.

The mountain clans and the north landers have changed little, with the river tribe a mystery like before.




In terms of the map there are two key things I've noted. Firstly in terms of controlled territory we don't have as much as compared to any of or neighbors, which is probably due to our tall focus. Secondly it looks like the Mountain Clans settlement on that key island is something we will have to deal with as it is blocking our eventual expansion on the Valge River and flood plains within it. On another note, it seems like according to the icons that we and Arrow Lake are the only ones with brick walls for settlements so far. All in all a productive turn.
 
[X] [Clan] Teach the Mountain Clansmen the ways to grow food.
[X] [Fall] Increase the prominence of Holy Orders; their training is taken care of by shaman, not other warriors.
[X] [Give] Send some of the People's hunters and other skilled workers to help them meet any shortfalls.
 
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We should seriously consider a new settlement soon, shouldn't we? I'd like to secure more of the river system for ourselves, particularly now that the Lakeland tribe has moved into our near south.
 
The Cateye, the farthest western tribe, with their position makes me doubt they are an enemy of the Peace Builders. @Redium I thought you said that the Peace Builders only had three enemies as they had absorbed the other two. Which three tribes are we fighting? In any case as we don't know if they are enemy or not for the sake of this analysis I will treat them as one. With hit and run as their style of warfare I think we should be well able to deal with them as we have the fangs and are adept at it as well. Their economy also seems relatively easy to disturb as they are still hunter gatherer, making it so that any losses in war will harm their economy. While their glittering gifts do interest me somewhat, their little magic makes them seem like not too much of a threat.
I would assume it's the lakelands that are the third enemy. Either that or Cateye have great boats.
The Lakeland's are a surprise to me, as I didn't know that we had another tribe so close by to our borders. In terms of their martial might I don't put too much stock into them as was mentioned before fighting on the water at this stage with canoes is inherently dangerous, so unless they have a different bow tech to give them an advantage then I think we can easily take them. As for the rest of their stats they seem low tech compared to us.

However, they DO appear to have a temple in the center of their territory.

Of course, that could just be low map resolution.
We should seriously consider a new settlement soon, shouldn't we? I'd like to secure more of the river system for ourselves, particularly now that the Lakeland tribe has moved into our near south.
Setting aside my many and longwinded arguments against settling, I don't think they moved there. I think they were always there and we just never explored that patch.
 
I would assume it's the lakelands that are the third enemy. Either that or Cateye have great boats.

I mean considering the distances needed to get the Roundstone to war with them, it could be possible for the Cateye to do so as well, just unlikely in my opinion.

However, they DO appear to have a temple in the center of their territory.

Of course, that could just be low map resolution.

I dunno, can't tell with the resolution either but it seems odd that they would have a temple with such low prestige and little magic, so it'd make more sense if it were a shrine to me.
 
I dunno, can't tell with the resolution either but it seems odd that they would have a temple with such low prestige and little magic, so it'd make more sense if it were a shrine to me.
The shrine/holy site symbol is the totem pole that dots the other civs around us (well, it used to be a totem pole, now it's more of a pickax with this resolution). There are 2 in the southwest of the closest pearl diver settlement for example.
 
The shrine/holy site symbol is the totem pole that dots the other civs around us (well, it used to be a totem pole, now it's more of a pickax with this resolution). There are 2 in the southwest of the closest pearl diver settlement for example.

I mean it could be an entirely different building than. Temple entirely at this point considering how they may have a unique resource or something, similar to the Pearl Divers salt or the Tribe of the West's wine grapes. Especially when you look at their magic and art they don't seek to have enough advancement to create a Temple.
Adhoc vote count started by Japanime on Jul 10, 2018 at 10:34 AM, finished with 124 posts and 34 votes.

  • [X] [Give] Send some of the People's hunters and other skilled workers to help them meet any shortfalls.
    [X] [Fall] Reorganize the warriors into groups to build bonds between them and teach the fallen.
    [X] [Clan] Provide the Mountain Clans regular supplies of food until they find their feet. (-2 Econ tiers)
    [X] Plan Learn Our Ways
    -[X] [Salt] Yes
    -[X] [Teach] Have teachers take apprentices by finding promising children, like the Holy Orders do.
    -[X] [North] Put the People's shaman in with the Northlands as advisers or leaders to their new High Shaman.
    -[X] [Action] Expand Agriculture (Quinoa)
    -[X] [Action] Trade (Mountain Clans)
    -[X] [Admin] Manage Forests (Sugar)
    -[X] [Martial] Raid (Enemies of Peace Builders)
    -[X] [Art] Raise Temple (Crystal Lake)
    -[X] [Tribute] War
    [x] [Clan] Teach the Mountain Clansmen the ways to grow food.
    [X] [Salt] Yes
    [X] [Action] Expand Agriculture (Quinoa)
    [X] [Action] Train Warriors (Warriors)
    [X] [Admin] Manage Forests (Sugar)
    [X] [Martial] Raid (Enemies of Peace Builders)
    [X] [Art] Raise Temple (Crystal Lake)
    [x] [Fall] Allot formal apprenticeships for those who want to be warriors.
    [X] Plan Learn Our Ways
    -[X] [Salt] Yes
    -[X] [Teach] Have teachers take apprentices by finding promising children, like the Holy Orders do. -> Formal Apprenticeships
    -[X] [North] Put the People's shaman in with the Northlands as advisers or leaders to their new High Shaman.
    -[X] [Action] Expand Agriculture (Quinoa) -> Organized Plots LOCKED IN
    -[X] [Action] Trade (Mountain Clans)
    -[X] [Admin] Manage Forests (Sugar) -> Spigot Collection
    -[X] [Martial] Raid (Enemies of Peace Builders)
    -[X] [Art] Raise Temple (Crystal Lake) -> Decorative Pillars
    -[X] [Tribute] War (Train Warriors: Warriors -> One Handed Wicker Shield, Holy Orders -> Bone Armour, Horns)
    -[X] [Automatic]: Expand Aquaculture (Rice, Fishing), Manage Hunting (Dogs), Prepare for Ordeal, Trade (Arrow Lake, Island Makers, Pearl Divers, Northlands)
    [X] [Clan] Teach the Mountain Clansmen the ways to grow food.
    [X] [Give] Provide the Northlands with enough food that they won't be in danger of starving. (-1 Econ tiers)
    [x] Given the Northlands knowledge of The Hunt.
    [X] [North] Work the Northlands' hunters into the People's training program.
    [X] Plan Admin Council
    -[X] [Salt] Yes
    -[X] [Teach] Develop a group whose responsibility it is to ensure enough specialists are trained without wasting food.
    -[X] [North] Put the People's shaman in with the Northlands as advisers or leaders to their new High Shaman.
    -[X] [Action] Trade (Mountain Tribes)
    -[X] [Action] Train Warriors (Warriors)
    -[X] [Admin] Expand Agriculture (Quinoa)
    -[X] [Martial] Raid (Enemies of Peace Builders)
    -[X] [Art] Raise Temple (Crystal Lake)
    -[X] [Tribute] Food
    [X] Plan Learn Our Ways(mountain edition)
    -[X] [Salt] Yes
    -[X] [Teach] Have teachers take apprentices by finding promising children, like the Holy Orders do.
    -[X] [North] Put the People's shaman in with the Northlands as advisers or leaders to their new High Shaman.
    -[X] [Action] Trade (Mountain Tribes)
    -[X] [Action] Train Warriors (Warriors)
    -[X] [Admin] Expand Agriculture (Quinoa)
    -[X] [Martial] Raid (Enemies of Peace Builders)
    -[X] [Art] Raise Temple (Crystal Lake)
    -[X] [Tribute] Food
    [X] [Tribute] Food
    [X] [Teach] Empower the Big Men. Given them the ability to formally direct the labour and resources of others.
    [X] [Teach] Develop a group whose responsibility it is to ensure enough specialists are trained without wasting food.
    [X] [Salt] No
    [X] [Tribute Focus] Spirit
    [X] [North] Try and take the Northlands into the People fully, adopting them through new Blood Ties.
    [X] Plan Sugar and Spices (with a side order of War)
    -[X] [Salt] Yes
    -[X] [Teach] Limit the amount of skill needed to be an adult, numerous dilettante can serve just as well as a specialist.
    -[X] [North] Put the People's shaman in with the Northlands as advisers or leaders to their new High Shaman.
    -[X] Expand Agriculture (Quinoa)
    -[X] Train Warriors (Warriors)
    -[X] [Martial] Raid (Enemies of Peace Builders)
    -[X] [Admin] Manage Forests (Sugar)
    -[X] [Art] Raise Temple (The Fingers)
    -[X] [Tribute Focus] Spirit
    [X] [Teach] Delegate authority to longhouse leaders, make them responsible for organizing and training labourers.
    [X] [Fall] Increase the prominence of Holy Orders; their training is taken care of by shaman, not other warriors.
 
[X] [Clan] Teach the Mountain Clansmen the ways to grow food.
[X] [Fall] Reorganize the warriors into groups to build bonds between them and teach the fallen.
[X] [Give] Provide the Northlands with enough food that they won't be in danger of starving. (-1 Econ tiers)
 
[x] [Clan] Teach the Mountain Clansmen the ways to grow food.
[x] [Fall] Allot formal apprenticeships for those who want to be warriors.
[X] [Give] Send some of the People's hunters and other skilled workers to help them meet any shortfalls.
 
[X] [Clan] Provide the Mountain Clans regular supplies of food until they find their feet. (-2 Econ tiers)
[X] [Fall] Reorganize the warriors into groups to build bonds between them and teach the fallen.
[X] [Give] Send some of the People's hunters and other skilled workers to help them meet any shortfalls.
 
So what would be the result if another Big Man tried to influence the choice of his successor? Would that be something that is tolerated or be seen as taboo?
As per standard Big Man systems, influencing the successor of another Big Man is a matter of course. It'd piss off the Big Man of the other village if caught, but its how the civilization maintains a coherent identity rather than breaking up.
Arrow Lake keeps their position at the third spot, though it's somewhat concerning that in their magic category it now includes slaves where it didn't before. We'll need to do something about that later.
Make that much much later. We are built completely wrong to go moral crusading on them. Not when they also have brick walls.

The soonest we can take them without horrible losses is Bronze Age breakthrough.
While their glittering gifts do interest me somewhat, their little magic makes them seem like not too much of a threat.
They're the Mica source presumably.
Secondly it looks like the Mountain Clans settlement on that key island is something we will have to deal with as it is blocking our eventual expansion on the Valge River and flood plains within it.

Its a problem that solves itself.
At least if we don't teach them to farm.

If we teach them to farm, well, we screwed ourselves like when we gave Arrow Lake the brick walls, they'd be settled on an island which is basically impossible to attack effectivelly and self sufficient in food.
 
Its a problem that solves itself.
At least if we don't teach them to farm.

If we teach them to farm, well, we screwed ourselves like when we gave Arrow Lake the brick walls, they'd be settled on an island which is basically impossible to attack effectivelly and self sufficient in food.

Good point.

[X] [Clan] Provide the Mountain Clans regular supplies of food until they find their feet. (-2 Econ tiers)
[X] [Fall] Reorganize the warriors into groups to build bonds between them and teach the fallen.
[X] [Give] Send some of the People's hunters and other skilled workers to help them meet any shortfalls.
 
Its a problem that solves itself.
At least if we don't teach them to farm.

If we teach them to farm, well, we screwed ourselves like when we gave Arrow Lake the brick walls, they'd be settled on an island which is basically impossible to attack effectivelly and self sufficient in food.
Why are you treating the mountain folk as if AN is controlling them?

You're handling the mountain folk the same way you handled the ymaryn nomads 'murder the fucks till they are neutered, then do it again, while building walls '.

The mountain folk actually have a culture, one that seems to have tried to farm in the mountains, but kept failing. The mountain folk also aren't completely nomadic, or seem to have any mastery of building. We could diplo-annex them, be diplo buddies, or change their cultural view and screw someone over, possibly ourselves. We could fail to teach them to farm. They need step-farming, and crops that would grow there in the mountains.

After a re-read, I think the mountain clans want farming to settle in land below the mountains, nearby our civ, where the mud-mired thrive, because they got kicked out of the mountains when some tribe went looking for slaves.
 
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Why are you treating the mountain folk as if AN is controlling them?

You're handling the mountain folk the same way you handled the ymaryn nomads 'murder the fucks till they are neutered, then do it again, while building walls '.

The mountain folk actually have a culture, one that seems to have tried to farm in the mountains, but kept failing. The mountain folk also aren't completely nomadic, or seem to have any mastery of building. We could diplo-annex them, be diplo buddies, or change their cultural view and screw someone over, possibly ourselves. We could fail to teach them to farm. They need step-farming, and crops that would grow there in the mountains.

After a re-read, I think the mountain clans want farming to settle in land below the mountains, nearby our civ, where the mud-mired thrive, because they got kicked out of the mountains when some tribe went looking for slaves.

No, I'm treating the Mountain Folk like people who are sitting on land that we want but can't take yet. Securing their agriculture makes them HARDER to eat, we don't have the attention to fix that for another 5 turns or after we finish with our existing assimilation projects.
 
No, I'm treating the Mountain Folk like people who are sitting on land that we want but can't take yet. Securing their agriculture makes them HARDER to eat, we don't have the attention to fix that for another 5 turns or after we finish with our existing assimilation projects.
And if the mountain folk are being subjugated by another civ right now, choosing to abandon the mountain land you want to settle to a safer elsewhere on the fertile low lands for themselves, securing agriculture for them would make gaining the mountains possibly easier in the future with their help.
 
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[X] [Clan] Provide the Mountain Clans regular supplies of food until they find their feet. (-2 Econ tiers)
[X] [Fall] Reorganize the warriors into groups to build bonds between them and teach the fallen.
[X] [Give] Send some of the People's hunters and other skilled workers to help them meet any shortfalls.
 
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