From Stone to the Stars

I sort of figured that, but what then happens when we found more settlements and the ruling council of big men on top becomes too unwieldy?
Roads, relays. We've been letting those wait for a while now.
Our current model is workable because we're building tall, but theres a reason why Wide civs tended to become City State Confederacies.
However to address the broader point.

If as you say the Core Message of For the Betterment of Future Generations makes us more conservative and makes things like innovations in metalworking and other technologies harder, then why choose it as the central message in our first code of laws?

Personally speaking I don't see the appeal.
Stability is its own reward. Remember just how much we struggled with stability.
Theres a reason a lot of thriving cultures picked up innovation killing, stabilizing values.

Stability is life for most of history. Innovation is a luxury.
 
Roads, relays. We've been letting those wait for a while now.
Our current model is workable because we're building tall, but theres a reason why Wide civs tended to become City State Confederacies.

Fair point. Though I think our build order so far is to lock in the Temples and Hills with the ones needed for the Fingers, which we can hopefully gain through taking debtors from the Fingers, and then probably we're going to need that last relay piece.

I think I'd prefer if we go for a tall civ that is more centralized than a wide Confederacy.

Stability is its own reward. Remember just how much we struggled with stability.
Theres a reason a lot of thriving cultures picked up innovation killing, stabilizing values.

Stability is life for most of history. Innovation is a luxury.

Wouldn't Balance of People work just as well for stability, without necessarily killing the innovation that has brought us this far? As it would work to iron out and make fairness under the law a more integral part of the People, without making us too conservative.

While we have had stability issues, they only really seem to have cropped up in a large way rather recently with Priit's faction being the greatest example. I don't know if we are in a safe enough position, geopolitically speaking, that I'd be willing to kill innovation for getting greater stability, especially if there is a more moderate ground to take. Considering how many wars we seem to get pulled into, I'd rather we not kill off innovation, especially when we don't have a key one like discovering Bronze Working to keep our position stable.
 
Crystal Lake: Brick Walls (Significant), Mines (Amethyst, Obsidian, Red Dye, Quartz), Sugar Shack, Temple (Crystal Lake))
Fingers: Brick Walls (Significant), Shrine (Ember-Eye), Sugar Shack, Trade Hub
Hill Guard: Brick Walls (Significant) Hill Top, Sugar Shack, Temple (Fangs)
Cave of Stars (Unofficial): Temple (Cave of Stars)
I thought we did another hill using the prisoners.

Government Upgrade:
[ ] [Gov] The People should deffer now to a single leader.
I like this. Can we pick several options here? This at least gets us a chief executive.
[ ] [Gov] The People should formalize their Council of Three forevermore.
Nice in the short run. Seems like a formula for unrest in new towns and civil war in the long run.
[ ] [Gov] The People should have a council with a representative of each settlement.
Combine that with the single leader and we have a parliamentary system.
[ ] [Gov] The People should govern themselves foremost locally, coming together for larger issues.
Decentralization, works against the build we're going for at the moment.
[ ] [Gov] The People's rulers should build ties within themselves so that they no longer fight for power.
Nobility/ruling caste. With multiple picks, I'd do this, the rep from each town, and the single leader.
The Law would be depicted:
[ ] [Record] In full, as well as the People could commit it to stone.
My instincts say more is better, but this becomes too rigid.
[ ] [Record] In metaphour, understood best through study and understanding.
We have law, a group of people that continue studying it, and flexibility for it to change.
[ ] [Record] As a supplement, a way to expand on the stories that the People would tell.
Seems... weak. But also might be a way to get writing. Ancient Chinese seems halfway like a menomic system rather than a written language, for example.
[ ] [Record] In pictures, demonstrating the proper ways to live.
...and here we find the Institute for Standards protocol on temple building. As the ancestors tell us, first...
Interesting, but BLEH.
In the end, Priit decided that the core message he would send was:
[ ] [Core] On Behalf of Future Generations.
This one is two-sided. Future time orientation is actually not common among traditional societies- it's a leg up if we make it standard among our people. On the other hand, word of GM is this is tied to the Precautionary Principle, slowing down our rate of change bigly.
[ ] [Core] Revere the Spirits
Ehh, not bad. Puts the holy orders in charge of law, divides government. We get this and the multipick on explicit government organization, we can possibly have 3-way separation of powers US style. (Montesquieu intensifies) Could also stimulate philosophical discussions among our clergy. On the other hand, theocratic stagnation possible.
[ ] [Core] Social Unity
Works against IWTBTB, flat arrow. I don't think it's very compatible.
[ ] [Core] Balance of People
Tempting, tempting. But could this get us society without a direction?
[ ] [Core] Power in all Things
This could be fun, but... do we want to have a go at creating the craziest society possible? This takes all our failings and successes and amplifies them.
[ ] [Core] Benefit the Land
Ties us to conservatism in one aspect only. Also tempting. Would be interesting to see how an agressive society based on environmentalism from the ground up would develop culturally.

How do you respond to Arrow Lake's ultimatum?
[ ] [Ask] Concede on every point.
[ ] [Ask] Partially concede. Stop feeding the Mountain Clans and raid them for workers to pay off Arrow Lake.
[ ] [Ask] Refuse all of their demands.
[ ] [Ask] Bring it, boy.
No need for discussion. Unless our intelligence is flawed, they've just made a big mistake.

My picks then:
[X] [Gov] The People should deffer now to a single leader.
[X] [Gov] The People should have a council with a representative of each settlement.
[X] [Gov] The People's rulers should build ties within themselves so that they no longer fight for power.
[X] [Record] In metaphour, understood best through study and understanding.
[X] [Core] Revere the Spirits
[X] [Ask] Bring it, boy.
 
What does Social Unity do? Emphasize a class system, or unite all different types of people, even from other civs?
 
Wouldn't Balance of People work just as well for stability, without necessarily killing the innovation that has brought us this far? As it would work to iron out and make fairness under the law a more integral part of the People, without making us too conservative.

While we have had stability issues, they only really seem to have cropped up in a large way rather recently with Priit's faction being the greatest example. I don't know if we are in a safe enough position, geopolitically speaking, that I'd be willing to kill innovation for getting greater stability, especially if there is a more moderate ground to take. Considering how many wars we seem to get pulled into, I'd rather we not kill off innovation, especially when we don't have a key one like discovering Bronze Working to keep our position stable.
Different types of stability.
-Caution means you eat less stability woes in general, because you tend to have ample reserves, and carefully introduces change. In exchange you lose opportunity costs.

-Balance of People works in the contrary direction. It makes problems show up faster. We're likely to be forced to fix problems as soon as they are detected or lose Stability. This is a mixed blessing, because some of these problems are not necessarily solvable without losing opportunities as well. What it DOES do is help with tolerating low stability events, because the basic principle ensures that when you lose stability, people are less likely to fracture along class lines(which can be disastrous because whoever wins, you will do massive damage to essential segments of society)

What does Social Unity do? Emphasize a class system, or unite all different types of people, even from other civs?
Laws encouraging social unity generally means laws enforcing social conformity. This usually means harsher punishments for breaking from consensus, but also higher tolerance for issues raised within consensus.

Expect a somewhat bureaucratic experience where disputes should be resolved the Proper Way.
 
Different types of stability.
-Caution means you eat less stability woes in general, because you tend to have ample reserves, and carefully introduces change. In exchange you lose opportunity costs.

That makes sense somewhat. However, when it comes to planning for the future, would there not be a case where an already implemented and tried out innovation, such as for example new kilns or metalworking that has been proven to be superior, would those not be rushed forward as their implementation sooner would better help the People in the future?

@Redium How exactly do any of these law changes affect innovation and technology rolls?

-Balance of People works in the contrary direction. It makes problems show up faster. We're likely to be forced to fix problems as soon as they are detected or lose Stability. This is a mixed blessing, because some of these problems are not necessarily solvable without losing opportunities as well. What it DOES do is help with tolerating low stability events, because the basic principle ensures that when you lose stability, people are less likely to fracture along class lines(which can be disastrous because whoever wins, you will do massive damage to essential segments of society)

Wouldn't the Balance the People core message be a good thing in some regard though, as with it being the core message, would that not give us more buffer room in terms of the time it takes to address an issue that needs reform, with the People knowing it will be addressed and fixed, compared to without it we would just be taking an immediate stability hit?

That's what I somewhat thought it did, act as essentially a floor for the stability of the People and make it so that they believe that the Law, and the People, are fair, thus boosting stability and legitimacy.
 
That makes sense somewhat. However, when it comes to planning for the future, would there not be a case where an already implemented and tried out innovation, such as for example new kilns or metalworking that has been proven to be superior, would those not be rushed forward as their implementation sooner would better help the People in the future?
Not really. First they will debate if this will cause any problems. Then they will authorize one, and test it, and wait to see if theres any problems, then they do another one and see if having more of them will be a problem. Then they try it in a variety of different places and see if there are problems.

Its a fundamentally conservative concept. Theres always more scenarios to test it in.

Wouldn't the Balance the People core message be a good thing in some regard though, as with it being the core message, would that not give us more buffer room in terms of the time it takes to address an issue that needs reform, with the People knowing it will be addressed and fixed, compared to without it we would just be taking an immediate stability hit?

That's what I somewhat thought it did, act as essentially a floor for the stability of the People and make it so that they believe that the Law, and the People, are fair, thus boosting stability and legitimacy.
Naw, Justice values are double edged.
They mean that in times of plenty we'd try to untangle problems, but they kick us in the balls whenever a problem isn't soluble at our tech level(these will show up inevitably) and the only solution is some form of hypocrisy.
Mostly, Justice values just makes sure you have to deal with dozens of small problems rather than one big problem later, but it ALSO means you'd be spending a lot of time putting out these small problems rather than gaining advantages.


All values are double edged. Thats the whole point.
 
Not really. First they will debate if this will cause any problems. Then they will authorize one, and test it, and wait to see if theres any problems, then they do another one and see if having more of them will be a problem. Then they try it in a variety of different places and see if there are problems.

Its a fundamentally conservative concept. Theres always more scenarios to test it in.

While the implementation of a particular innovation may likely be slowed down by this Core Message, the main thing I was referring to was about the speed at which the innovations are gained themselves.

I don't know how this Core Message would stop organic innovations from occurring, as a good portion of them seem to have originated by accident such as the Ember Eyes making citrine or the Ember Eyes making limestone. Considering that a large portion of our innovations have either been gained through accident or native innovation compared to dedicated and tested research, I'm not entirely sure this message is so much so about slowing down the innovations appearing themselves, rather they seem more like they will slow down the implementation of innovations as they are tested to make sure that they're not too harmful.

Naw, Justice values are double edged.
They mean that in times of plenty we'd try to untangle problems, but they kick us in the balls whenever a problem isn't soluble at our tech level(these will show up inevitably) and the only solution is some form of hypocrisy.
Mostly, Justice values just makes sure you have to deal with dozens of small problems rather than one big problem later, but it ALSO means you'd be spending a lot of time putting out these small problems rather than gaining advantages.


All values are double edged. Thats the whole point.

Then does this not apply to the Core Message of For Future Generations? As for a justice value, the conservative nature of it can't be the only drawback.
 
While the implementation of a particular innovation may likely be slowed down by this Core Message, the main thing I was referring to was about the speed at which the innovations are gained themselves.

I don't know how this Core Message would stop organic innovations from occurring, as a good portion of them seem to have originated by accident such as the Ember Eyes making citrine or the Ember Eyes making limestone. Considering that a large portion of our innovations have either been gained through accident or native innovation compared to dedicated and tested research, I'm not entirely sure this message is so much so about slowing down the innovations appearing themselves, rather they seem more like they will slow down the implementation of innovations as they are tested to make sure that they're not too harmful.
Theres a definite slowing of innovations.
The original Ember Eyes might not have arisen at all if the core message of Think of the Future was put in. The debate would be about whether making citrine offends the spirits, which means people would look at the practice of burning crystals to transmute them could be linked to bad luck events.

Now this happens all the time. Superstitions can come from odd coincidences. But it does happen. But Caution is blind. Just as Justice is blind.

Then does this not apply to the Core Message of For Future Generations? As for a justice value, the conservative nature of it can't be the only drawback.
For Future Generations means that our people would be very careful about making things WORSE for future generations, even as they become very willing to invest a lot of time and effort into something they'd never see any of the rewards from.

Balance of People means that while its a stabilizing value in general, during bad weather events it can well be the straw that breaks the camel's back. Justice is easy in times of plenty. But sometimes you need to choose someone to unjustly die for the good of all.

Look at it this way:
-For Future Generations hurts innovation and dings Stability for major changes. In exchange its great for long duration projects and developing the logical tools for planning.

-Balance of People causes lots of small destabilizations in exchange for dampening the formation of splinter factions and rebellions.
 
Theres a definite slowing of innovations.
The original Ember Eyes might not have arisen at all if the core message of Think of the Future was put in. The debate would be about whether making citrine offends the spirits, which means people would look at the practice of burning crystals to transmute them could be linked to bad luck events.

Now this happens all the time. Superstitions can come from odd coincidences. But it does happen. But Caution is blind. Just as Justice is blind.

That's fair, though considering we are generally in charge of the narrative, I think that we would more likely than not try to push the innovations like citrine.

Also, while there has been a slowing of innovations, it should be said that we haven't really done any study actions to prompt any innovations for a long while.

My take on this issue is that while Think of the Future may stymie the implementation of an innovation for awhile, maybe making it take another action longer due to testing, I don't believe it stifles innovation itself, especially if get them by accident or trade for a clearly good one like the Rabaskas. Any clarity here would be appreciated @Redium

For Future Generations means that our people would be very careful about making things WORSE for future generations, even as they become very willing to invest a lot of time and effort into something they'd never see any of the rewards from.

Balance of People means that while its a stabilizing value in general, during bad weather events it can well be the straw that breaks the camel's back. Justice is easy in times of plenty. But sometimes you need to choose someone to unjustly die for the good of all.

Look at it this way:
-For Future Generations hurts innovation and dings Stability for major changes. In exchange its great for long duration projects and developing the logical tools for planning.

-Balance of People causes lots of small destabilizations in exchange for dampening the formation of splinter factions and rebellions.

Fair points. Though with both of these described like this, I am tempted to choose a third option like Social Unity which doesn't impact innovation too much or hurt stability as much.
 
That's fair, though considering we are generally in charge of the narrative, I think that we would more likely than not try to push the innovations like citrine.

Also, while there has been a slowing of innovations, it should be said that we haven't really done any study actions to prompt any innovations for a long while.

My take on this issue is that while Think of the Future may stymie the implementation of an innovation for awhile, maybe making it take another action longer due to testing, I don't believe it stifles innovation itself, especially if get them by accident or trade for a clearly good one like the Rabaskas. Any clarity here would be appreciated @Redium
We probably want to lock in a Study Fire and Study Travel next...as soon as enough things stop being on fire.

But it would stifle unplanned innovation. Look at it this way.
Currently, when someone finds something weird happens when you burn a green rock, they'd probably play with burning more rocks and trying to figure out what happens. A bunch of people get poisoned by the smelting fumes containing sulfur oxides that burn the lungs.

Under Think of the Children, when someone finds something weird happens when you burn a green rock. They bring it to the council. The council notes that the spirits get angry when you do this because people feel burning lungs. The council tells them to:
-Stop. +Stability
-Go do it far from decent people. Chance of -Stability
-Keep going. -Stability
-How about we have lots of people gather up rocks to burn? --Stability

A lot of these would be so strongly biased it won't reach a player decision point, just as there wasn't a player decision point to determine how the debtors set to construction work were treated.

Fair points. Though with both of these described like this, I am tempted to choose a third option like Social Unity which doesn't impact innovation too much or hurt stability as much.

Social Unity is what the Lake people did: Social conformity, which with FAO, means that anyone who does not conform is beaten until they do.
It would cut our hero production rate in exchange for stability.
 
We probably want to lock in a Study Fire and Study Travel next...as soon as enough things stop being on fire.

Yeah...fat chance of that happening anytime soon unless we beat Arrow Lake into smithereens in one or two midturns.

But it would stifle unplanned innovation. Look at it this way.
Currently, when someone finds something weird happens when you burn a green rock, they'd probably play with burning more rocks and trying to figure out what happens. A bunch of people get poisoned by the smelting fumes containing sulfur oxides that burn the lungs.

Under Think of the Children, when someone finds something weird happens when you burn a green rock. They bring it to the council. The council notes that the spirits get angry when you do this because people feel burning lungs. The council tells them to:
-Stop. +Stability
-Go do it far from decent people. Chance of -Stability
-Keep going. -Stability
-How about we have lots of people gather up rocks to burn? --Stability

A lot of these would be so strongly biased it won't reach a player decision point, just as there wasn't a player decision point to determine how the debtors set to construction work were treated.

So why should we pick this value when it runs counter to the strategy of innovating ourselves to be the first civilization to enter the Bronze Age, with all the benefits that it entails?

Also, calling it Think of the Children! doesn't really help it's image.

I mean, long term planning is great and all, until all of the overcautious measures makes it so that the long term plan we are trying to implement is slowed down too much by those measures guaranteeing a failure.

That's why I'm somewhat confused as to why you're advocating for this Core Message, when it seems to ironically make our long term plan of being the first to the Bronze Age harder.

I don't disagree with the points you raised above with unplanned innovations, those points actually made me more worried about how this choice could be detrimental to us.

Social Unity is what the Lake people did: Social conformity, which with FAO, means that anyone who does not conform is beaten until they do.
It would cut our hero production rate in exchange for stability.

Nope.
 
So why should we pick this value when it runs counter to the strategy of innovating ourselves to be the first civilization to enter the Bronze Age, with all the benefits that it entails?

Also, calling it Think of the Children! doesn't really help it's image.

I mean, long term planning is great and all, until all of the overcautious measures makes it so that the long term plan we are trying to implement is slowed down too much by those measures guaranteeing a failure.

That's why I'm somewhat confused as to why you're advocating for this Core Message, when it seems to ironically make our long term plan of being the first to the Bronze Age harder.

I don't disagree with the points you raised above with unplanned innovations, those points actually made me more worried about how this choice could be detrimental to us.
I'm giving a neutral analysis of the options as much as my time and attention can allow. Its an acceptable option to me, not necessarily the best.
So, look away from the downsides for a moment.
What does it give?
-Bonuses to construction of large scale projects. Megaprojects, Kilns, Hills, Temples, Roads, Mines, Orchards, Dams, Canals. All of these benefit greatly from foresight, of planning on the 3-6 generation scale rather than the 1 generation scale. It'd even unlock some of those we don't actually have the tools for yet, like the Temple, the Damn, etc. Anything which can be done by sheer bloodymindedness will be.

-Bonus to crisis events. Weather crash? Well, we had a massive stock of stored food, so we just shrug it off.

All this adds up to a powerful relative advantage for gaining regional dominance.
Noting that while it's going to find it hard to innovate bronze, theres nothing that says it's opposed to stealing metalworking from another civilization.
Our settlements are heavily fortified enough that even a Bronze Age civilization would be reluctant to attack head on over some kind of diplomatic assimilation.

If you go with this Core Message, then your long term strategy is to adapt it from a Conservative trait to a Planner or Strategic Thought trait. Sort of like how the Science/Innovation trait starts off as the "Extremely superstitious" trait.
Every single option has something like that dude.
Tier 1 traits are half poison half candy.
 
So after going pretty much all of the Civ quests out there, from the greats to the not-so-greats, I've decided to give the concept a go myself. I figure I'll operate under a narrative focused format for several reasons, largely my fervent hatred of math, but also because I honestly enjoy this quest more than Paths of Civilizations.

I've hit a stumbling block in one area, however - the map. I want to stick to the idea of using real-world earth instead of making something of my own, but I also want to use a hex grid for simplicity and sanities sake. Unfortunately, google searches for 'hex grid of earth' or 'hex grid of North America' are insufficient for the level of detail I want - ideally, I can get a copy of the map @Redium is using, since I can't seem to find an example of it on the internet.

Basically, I'm asking how to make a good map for this kind of quest.
 
So, look away from the downsides for a moment.

Fine, but it's kind of hard to when it somewhat throws off our long term strategy.

What does it give?
-Bonuses to construction of large scale projects. Megaprojects, Kilns, Hills, Temples, Roads, Mines, Orchards, Dams, Canals. All of these benefit greatly from foresight, of planning on the 3-6 generation scale rather than the 1 generation scale. It'd even unlock some of those we don't actually have the tools for yet, like the Temple, the Damn, etc. Anything which can be done by sheer bloodymindedness will be.

Fair, however it should be noted we do seem to do plenty well with those types of projects, seeing how quickly we've pumped out Temples and Hills. It seems due to our current prioritization, however, that roads like the trails and the extension of the Fire Relay will always be last on the chopping block due to not being seen as immediately useful to the current situations.

-Bonus to crisis events. Weather crash? Well, we had a massive stock of stored food, so we just shrug it off.

We currently do have that right now, somewhat, through our small food surplus which we can turn into a large one if we cut off the Mountain Clans, but I'm guessing this will just lead to us preserving more stocked food albeit at the expense of trading for more salt.

All this adds up to a powerful relative advantage for gaining regional dominance.
Noting that while it's going to find it hard to innovate bronze, theres nothing that says it's opposed to stealing metalworking from another civilization.
Our settlements are heavily fortified enough that even a Bronze Age civilization would be reluctant to attack head on over some kind of diplomatic assimilation.

I don't put much stock into stealing metalworking from another nearby civilization as it seems like we're the only ones in our immediate area, as in on the map that we can see rather than just hearing from rumors, that have any type of magic related to in the Fire Magic that we utilize, which is necessary to unlock metalworking.

Also, I'm pretty sure that next turn if we get lucky, we might develop a method of our own to get through our own brick walls to get at Arrow Lake if Priit figures out there's a better way than just going through a long siege of the Arrow Lake settlements.

If you go with this Core Message, then your long term strategy is to adapt it from a Conservative trait to a Planner or Strategic Thought trait. Sort of like how the Science/Innovation trait starts off as the "Extremely superstitious" trait.

I'm kind of hoping that it starts out with a planner or strategic thought trait, as I will hint at why below.

Every single option has something like that dude.
Tier 1 traits are half poison half candy.

Here's the thing. Considering we already have a Retributive Justice trait, I was working under the impression that the Core Messages here would be a refinement on the Trait, in some way or form, as they are built off of stories, some of which likely have it as a basis, so that it won't be a totally new Value for us but instead a maxed out value, which generally has less poisonous detriments.
 
Fine, but it's kind of hard to when it somewhat throws off our long term strategy.



Fair, however it should be noted we do seem to do plenty well with those types of projects, seeing how quickly we've pumped out Temples and Hills. It seems due to our current prioritization, however, that roads like the trails and the extension of the Fire Relay will always be last on the chopping block due to not being seen as immediately useful to the current situations.
Under such a Law, it is possible that we might get a dedicated action slot that can ONLY be used for infrastructure. Or otherwise cut the action/resource costs of such projects.
We currently do have that right now, somewhat, through our small food surplus which we can turn into a large one if we cut off the Mountain Clans, but I'm guessing this will just lead to us preserving more stocked food albeit at the expense of trading for more salt.
Currently its a temporary status. It'd go down as we hammer out more megaprojects and the like.

I don't put much stock into stealing metalworking from another nearby civilization as it seems like we're the only ones in our immediate area, as in on the map that we can see rather than just hearing from rumors, that have any type of magic related to in the Fire Magic that we utilize, which is necessary to unlock metalworking.
Techsteal is inevitable. Especially for bronze, which is very hard to copy-protect because it requires long trade routes to gather the materials.
Under such a model...you'd be working to ensure that you don't get rolled by the initial bronze disruption.
Also, I'm pretty sure that next turn if we get lucky, we might develop a method of our own to get through our own brick walls to get at Arrow Lake if Priit figures out there's a better way than just going through a long siege of the Arrow Lake settlements.
Battering rams and siege ladders are usually bronze/iron age products, because they rely on metal to construct economically.
The answer is to use shields and assault the gate with axes. The walls are brick but the gate is simply rope-bound logs.

I'm kind of hoping that it starts out with a planner or strategic thought trait, as I will hint at why below.



Here's the thing. Considering we already have a Retributive Justice trait, I was working under the impression that the Core Messages here would be a refinement on the Trait, in some way or form, as they are built off of stories, some of which likely have it as a basis, so that it won't be a totally new Value for us but instead a maxed out value, which generally has less poisonous detriments.
Why would it produce a planner or strategic thought trait when people have not have had the resources to do anything on a strategic or planning scale before?

The Planning value is synonymous with the Patience value at this point, and is likely to stay that way until around the Bronze age(which is when Temples normally unlock, but we comboed a Natural Wonder and a Hero to skip the prereqs, then compounded by building lots of temples to make sure the tech is retained).
 
Under such a Law, it is possible that we might get a dedicated action slot that can ONLY be used for infrastructure. Or otherwise cut the action/resource costs of such projects.

Considering how the number of our action slots has remained the same in terms of governing the amount we get, I think it's more likely to be the latter than the former, which combined with our rush builder traits should help a lot. After all, planning ahead usually helps with logistics.

Currently its a temporary status. It'd go down as we hammer out more megaprojects and the like.

Wouldn't it be more likely to increase, especially as some of those megaprojects do have some utility in increasing crop yields, such as with the damn and the irrigation to come with it? Plus, compared to the other civs we aren't as heavy into agriculture as they are, such as locking down corn or possessing any of the very fertile farmland.

Techsteal is inevitable. Especially for bronze, which is very hard to copy-protect because it requires long trade routes to gather the materials.
Under such a model...you'd be working to ensure that you don't get rolled by the initial bronze disruption.

So, are you saying we shouldn't try to innovate after this, and try to get copper smelting, and then bronze working as it is too inefficient with this core message?

Because I'd rather we not be last to the party on this or be left at the mercy of our foes on this.

Battering rams and siege ladders are usually bronze/iron age products, because they rely on metal to construct economically.
The answer is to use shields and assault the gate with axes. The walls are brick but the gate is simply rope-bound logs.

That sounds...prohibitive in terms of casualties. Are ladders truly that hard to build in sufficient quantities?

I know we aren't likely to get battering rams or siege engines anytime soon, let alone something like undermining, but aren't there other methods we could use?

Why would it produce a planner or strategic thought trait when people have not have had the resources to do anything on a strategic or planning scale before?

The Planning value is synonymous with the Patience value at this point, and is likely to stay that way until around the Bronze age(which is when Temples normally unlock, but we comboed a Natural Wonder and a Hero to skip the prereqs, then compounded by building lots of temples to make sure the tech is retained).

I mean, because this is a Justice value, something we are implementing into law, it could have two aspects to it. My thinking was that since this Core Message seems to contain an entirely different value inherent in it on its own, perhaps it would fuse with retributive justice to form another maxed out value like with Supernal Symphony:

Values Combined! Wondrous World + Terrestrial Fetich -> Supernal Symphony!
The spirits have placed countless wonders across the world and it is the People's responsibility to find and safeguard these locations. Through laborious toil, these fonts of spiritual power can be augmented and empowered, turned into sources of power available to the People. It is through measures like this that the People and their spirits can work together and remain strong.
Pros: Wonders have greatly increased effect, effects of natural resources and terrain are boosted by artificial intervention
Cons: The People must augment applicable terrain or lose Stability, increased cost and ritualization

The point of making the laws was to figure out how we should orient our society and make laws to tailor that. The planning aspects, while a key part, don't necessarily address the justice part of it, which is what the Laws were originally drafted to address. That is why I think it is more likely to be part of a new combined Value then a tier 1 value that was just created.
 
Considering how the number of our action slots has remained the same in terms of governing the amount we get, I think it's more likely to be the latter than the former, which combined with our rush builder traits should help a lot. After all, planning ahead usually helps with logistics.
Possible. There are many ways to grant a bonus. For instance we finished Law early due to a crit on the megaproject progress roll. If we got a Planning bonus to megaprojects then they'd grant us actions/cost reduction simply by increasing the chance of double progress.

Wouldn't it be more likely to increase, especially as some of those megaprojects do have some utility in increasing crop yields, such as with the damn and the irrigation to come with it? Plus, compared to the other civs we aren't as heavy into agriculture as they are, such as locking down corn or possessing any of the very fertile farmland.
Some, but things like:
-Raising warriors
-Constructing and maintaining artificial hills
-Constructing and maintaining dams
-Constructing and maintaining temples
-Constructing and maintaining roads
-Constructing and operating kilns

All of these cost 'committed' manpower, which reflects mechanically as a food deficit, as we have more and more people engaged in work which produces no food directly.

While certainly SOME projects increase food, many of them are a net decrease.


So, are you saying we shouldn't try to innovate after this, and try to get copper smelting, and then bronze working as it is too inefficient with this core message?

Because I'd rather we not be last to the party on this or be left at the mercy of our foes on this.
Please stop trying to put words in my mouth to vilify the point.
Under the Planning/Conservative/Stability model, the idea would be to gain a large relative advantage over other states through extensive megaprojects and infrastructure, such that the initial boost Bronze gives isn't enough to overcome your advantages, especially if you stole copper before that. Bronze gives a couple of steps:
-The initial wave is going to be bronze weapons. Higher quality weapons that treat existing armor like its not there, which is easy to repair as well after damage...we have those. Blackswords do similar things. So coupled to brick walls and artificial hills, we're too hard to crack defensively, though offense will be a problem. We should aggressively steal the tech one way or another. Trade imbalance is a good one.
-The next wave is bronze tools. This is when wagons, chariots, battering rams, etc all become feasible, while population swells from the work efficiency. This is the point where we really want to capitulate if we hadn't already stole the tech by then. We would be comparatively losing actions every turn because everyone else does things more efficiently
-The final wave is when they get bronze armor, at which point why are we still resisting? All hail the new overlords!

Remember, its vastly easier to techsteal off neighbors under this trait than to homebrew tech, because someone else already tested it.
But successful techsteal requires your own intellectuals to understand how it works, so you still need to pursue innovation or you won't be able to copy the idea because you don't have anyone who tries to do weird shit for a living.


That sounds...prohibitive in terms of casualties. Are ladders truly that hard to build in sufficient quantities?

I know we aren't likely to get battering rams or siege engines anytime soon, let alone something like undermining, but aren't there other methods we could use?
Ladders really are difficult to build. You need the following to build a siege ladder:
-Cut two long, reasonably straight lengths of strong wood.
-Cut many short lengths of less strong wood
-Join them to each other.

Now try to do this with stone or bone tools. You'd need a guy making new tools for every 2 guys sawing the wood, because they keep breaking their tools. You need another 6 guys to keep them supplied in flint or bone, as well as food. Thats just sawing the logs into shafts.
Then you need to join the wood. You can use plug and socket methods, but that just increased the amount of sawing you need to do eightfold to drill a socket for the crossbars. You can use leather or twine ties, but thats a lot of leather and its really not meant to hold big burly men rushing up the ladder armed with sharp things at high speed, you'd see breakage a lot. You can use glue, but if the weather is wrong the whole force dies.

Battering rams are easier than ladders. You just need to be able to:
-Cut down a reasonably large and sturdy tree.
-Mount something hard on the hammering end so the wood doesn't shatter from the forces. Or you can tie a bunch of leather sheets to it and hope the wall is thin
-Cut a bunch of handholds

You could theoretically do this in the stone age, but its again, manpower intensive as hell at every step.

You could use fire. Pile up a lot of tinder around the wall, then set it on fire to make the mortar crumble, but how are you going to get it there while under fire?

You could make a wooden shelter to attack the wall slowly from under cover, but it'd be heavy, expensive, slow, and they could set it on fire.


I mean, because this is a Justice value, something we are implementing into law, it could have two aspects to it. My thinking was that since this Core Message seems to contain an entirely different value inherent in it on its own, perhaps it would fuse with retributive justice to form another maxed out value like with Supernal Symphony:



The point of making the laws was to figure out how we should orient our society and make laws to tailor that. The planning aspects, while a key part, don't necessarily address the justice part of it, which is what the Laws were originally drafted to address. That is why I think it is more likely to be part of a new combined Value then a tier 1 value that was just created.
It could be, but its not likely to be much different in the downsides.

Not to mention only Balance of People and Spirits really works for a Justice type value
 
Some, but things like:
-Raising warriors
-Constructing and maintaining artificial hills
-Constructing and maintaining dams
-Constructing and maintaining temples
-Constructing and maintaining roads
-Constructing and operating kilns

All of these cost 'committed' manpower, which reflects mechanically as a food deficit, as we have more and more people engaged in work which produces no food directly.

While certainly SOME projects increase food, many of them are a net decrease.

True but we are also cognizant enough to know that we should also lock in corresponding food actions so that we don't end up in such a situation. While we have built a great many things, we have also locked in a good few food producing options. And considering how often we run into situations where we constantly need to produce food just to ensure survival due to bad weather, I would guess we are more likely to lock down something like corn before say our road system, which hasn't been worked on for a long while.

Please stop trying to put words in my mouth to vilify the point.
Under the Planning/Conservative/Stability model, the idea would be to gain a large relative advantage over other states through extensive megaprojects and infrastructure, such that the initial boost Bronze gives isn't enough to overcome your advantages, especially if you stole copper before that. Bronze gives a couple of steps:
-The initial wave is going to be bronze weapons. Higher quality weapons that treat existing armor like its not there, which is easy to repair as well after damage...we have those. Blackswords do similar things. So coupled to brick walls and artificial hills, we're too hard to crack defensively, though offense will be a problem. We should aggressively steal the tech one way or another. Trade imbalance is a good one.
-The next wave is bronze tools. This is when wagons, chariots, battering rams, etc all become feasible, while population swells from the work efficiency. This is the point where we really want to capitulate if we hadn't already stole the tech by then. We would be comparatively losing actions every turn because everyone else does things more efficiently
-The final wave is when they get bronze armor, at which point why are we still resisting? All hail the new overlords!

Remember, its vastly easier to techsteal off neighbors under this trait than to homebrew tech, because someone else already tested it.
But successful techsteal requires your own intellectuals to understand how it works, so you still need to pursue innovation or you won't be able to copy the idea because you don't have anyone who tries to do weird shit for a living.

I apologize for making the implications that I did, I'm just frustrated at the possibility that we might've been playing things the wrong way and that this one vote could have such an adverse change.

The thing is. I do not dispute any of the points you've made here. Techstealing for figuring out what is used to make bronze and so forth is not likely to be tough. Nor is keeping our intellectuals up to snuff as we have the Ember Eyes who should be working on this stuff anyway.

The main problem I foresee is being late to the party of the Bronze Age and not having any of the necessary tin or copper deposits, though more the former than the latter, to made bronze in our territory.

We can techsteal as much as want and still end up without bronze so long as we don't control a source of tin and copper. And yes, while I surely believe that we could trade for the necessary ores and metals, it will likely be prohibitively expensive no matter how wide our trade network.

That's somewhat why I want to at least keep on trying to get to bronze, so that even if we do end up not being the first to create bronze, we will at least know enough to know where to find what makes it and not be at the mercy of a potentially hostile trade partner. Let's face it, with relations the way they are, I would not be surprised if todays friend becomes tomorrow's enemies.

Ladders really are difficult to build. You need the following to build a siege ladder:
-Cut two long, reasonably straight lengths of strong wood.
-Cut many short lengths of less strong wood
-Join them to each other.

Now try to do this with stone or bone tools. You'd need a guy making new tools for every 2 guys sawing the wood, because they keep breaking their tools. You need another 6 guys to keep them supplied in flint or bone, as well as food. Thats just sawing the logs into shafts.
Then you need to join the wood. You can use plug and socket methods, but that just increased the amount of sawing you need to do eightfold to drill a socket for the crossbars. You can use leather or twine ties, but thats a lot of leather and its really not meant to hold big burly men rushing up the ladder armed with sharp things at high speed, you'd see breakage a lot. You can use glue, but if the weather is wrong the whole force dies.

Battering rams are easier than ladders. You just need to be able to:
-Cut down a reasonably large and sturdy tree.
-Mount something hard on the hammering end so the wood doesn't shatter from the forces. Or you can tie a bunch of leather sheets to it and hope the wall is thin
-Cut a bunch of handholds

You could theoretically do this in the stone age, but its again, manpower intensive as hell at every step.

You could use fire. Pile up a lot of tinder around the wall, then set it on fire to make the mortar crumble, but how are you going to get it there while under fire?

You could make a wooden shelter to attack the wall slowly from under cover, but it'd be heavy, expensive, slow, and they could set it on fire.

So battering ram it is then? As I'm pretty sure if we are successful enough in clearing out their hunters in the periphery of their settlements that we could have the Ember Eyes work alongside the warriors there to make a battering ram of some sort.

It could be, but its not likely to be much different in the downsides.

Not to mention only Balance of People and Spirits really works for a Justice type value

My thinking on it is that the Core Message of For Future Generations doesn't really mesh well enough with the Retributive Justice value to be a straight upgrade to it, as the latter deals with how justice is dealt out, while the former is more the direction of where justice should be directed for the greater whole. Which to me means two possibilities. One is that the Core Message we are choosing now fuses with Retributive Justice to form a unique one which adds a punishment to crimes/detriment. But I'm not sure how well that would even work out. The second is that we might be prompted with an option to replace Retributive Justice as we only have two social values, and the only one which this can likely replace is Retributive Justice.

That's why I think it's more likely to be something like I mentioned earlier because what's the point of making a Code of Law if it doesn't deal with the law?
 
True but we are also cognizant enough to know that we should also lock in corresponding food actions so that we don't end up in such a situation. While we have built a great many things, we have also locked in a good few food producing options. And considering how often we run into situations where we constantly need to produce food just to ensure survival due to bad weather, I would guess we are more likely to lock down something like corn before say our road system, which hasn't been worked on for a long while.
Yes, however, remember that food output of various options crash differently and independently based on different environmental rolls, while at the same time excess food production has nearly universally led to population growing to use it all up historically, barring social values to the contrary, or disease growing to where any additional food impact is neutralized by the additional manpower and work needed to stay disease free(not to mention maxing out land cultivation.

I apologize for making the implications that I did, I'm just frustrated at the possibility that we might've been playing things the wrong way and that this one vote could have such an adverse change.

The thing is. I do not dispute any of the points you've made here. Techstealing for figuring out what is used to make bronze and so forth is not likely to be tough. Nor is keeping our intellectuals up to snuff as we have the Ember Eyes who should be working on this stuff anyway.

The main problem I foresee is being late to the party of the Bronze Age and not having any of the necessary tin or copper deposits, though more the former than the latter, to made bronze in our territory.

We can techsteal as much as want and still end up without bronze so long as we don't control a source of tin and copper. And yes, while I surely believe that we could trade for the necessary ores and metals, it will likely be prohibitively expensive no matter how wide our trade network.

That's somewhat why I want to at least keep on trying to get to bronze, so that even if we do end up not being the first to create bronze, we will at least know enough to know where to find what makes it and not be at the mercy of a potentially hostile trade partner. Let's face it, with relations the way they are, I would not be surprised if todays friend becomes tomorrow's enemies.
We're Build Tall. Even if we make it to Bronze FIRST, we're likely going to be lacking the Tin and Copper mines(in fact the transition to Wide is almost certainly going to be spurred by the discovery of Bronze, to take control of said mines or the trade routes for it).

Historically no civilization can avoid being at the mercy of a potentially hostile trade partner.
Copper and tin ores simply don't occur in the same places. Thats why the Bronze Age epics of the Mediterranean had so much war. Bronze supplies were always easily disrupted, and thus this produced war as people sought to ensure their supply of critical equipment remains uninterrupted.

So battering ram it is then? As I'm pretty sure if we are successful enough in clearing out their hunters in the periphery of their settlements that we could have the Ember Eyes work alongside the warriors there to make a battering ram of some sort.
Mainly just think of the effort involved in lugging a log around. Chopping a fresh log is not a practical option due to stone tools taking too long to cut any large trees.


My thinking on it is that the Core Message of For Future Generations doesn't really mesh well enough with the Retributive Justice value to be a straight upgrade to it, as the latter deals with how justice is dealt out, while the former is more the direction of where justice should be directed for the greater whole. Which to me means two possibilities. One is that the Core Message we are choosing now fuses with Retributive Justice to form a unique one which adds a punishment to crimes/detriment. But I'm not sure how well that would even work out. The second is that we might be prompted with an option to replace Retributive Justice as we only have two social values, and the only one which this can likely replace is Retributive Justice.

That's why I think it's more likely to be something like I mentioned earlier because what's the point of making a Code of Law if it doesn't deal with the law?
Law is not Justice. Law can be for Justice(see Balance of People, where the Law is about Priit enforcing his personal views on justice to the wider tribe, or Spirits, where the Law is about enforcing practices and taboos to prevent disease and famine). But more commonly Law is for Organization.

See For Future Generations, where the Law is used to ensure the prosperity of future generations. See Unity where the Law is used to preempt and disable dissent.

It COULD upgrade our Justice value. Or it could add a new value, or it could mutate an existing value.
 
Yes, however, remember that food output of various options crash differently and independently based on different environmental rolls, while at the same time excess food production has nearly universally led to population growing to use it all up historically, barring social values to the contrary, or disease growing to where any additional food impact is neutralized by the additional manpower and work needed to stay disease free(not to mention maxing out land cultivation.

That's fair. It should be pointed out, though, that we seem to be the only civ among our peers to have retained all three of the major food sources as methods of food production. That being agriculture, hunting, and aquaculture, with the first two being the most significant. I think that leaves us with plenty of leeway and buffer for if an environmental collapse occurs as our geography and technical development have done enough to allow us to diversify our food sources.

That seems to have been a very good key to our success, seeing as some of our most formidable enemies were devastated by the environmental rolls that allowed us to thrive. So I hope we continue with the trend, though agriculture seems more likely at this point compared to herding or aquaculture.

We're Build Tall. Even if we make it to Bronze FIRST, we're likely going to be lacking the Tin and Copper mines(in fact the transition to Wide is almost certainly going to be spurred by the discovery of Bronze, to take control of said mines or the trade routes for it).

Yes, I acknowledge that and agree with that. However, I still believe that getting to copper at least first in our region will be a boon for us in terms of the metalworking helping to give us more durable tools. So even though going full bronze is likely to be inefficient compared to stealing the tech from someone later, I would rather not be in the position of still being stuck in the stone age when that time comes calling.

In fact, one of the reasons for why I want to at least get to copper on our own is due to the fact that we seem to have some very large precious metals deposits, including copper nearby:

Temagami - Wikipedia

Article:
Discoveries of gold, copper, nickel, and particularly silver in 1903, brought mining to nearby Cobalt and accelerated development of the region. Several mines opened in Temagami, including Big Dan Mine, Little Dan Mine, Barton Mine, Hermiston-McCauley Mine, Temagami-Lorrain Mine, Priest Mine, Beanland Mine, Sherman Mine, Kanichee Mine, Northland Pyrite Mine and Copperfields Mine, which once mined the richest copper ore in Canada.


So hopefully one of our future settlements includes a northwards expansion sometime soon to claim that copper mine.

Historically no civilization can avoid being at the mercy of a potentially hostile trade partner.
Copper and tin ores simply don't occur in the same places. Thats why the Bronze Age epics of the Mediterranean had so much war. Bronze supplies were always easily disrupted, and thus this produced war as people sought to ensure their supply of critical equipment remains uninterrupted.

As to this, I agree. However, after some wiki trawling, I do believe that at the moment, should the @Redium not change geography too much, we should at least have a good source of copper within reach if we place a settlement nearby or kick out someone else who may be inhabiting it for the copper.

I doubt we're going to get lucky with having tin in our territory or near it, but at least having copper should mitigate it as we seem to have valuable resources we can trade, such as the sugar and salt.

Mainly just think of the effort involved in lugging a log around. Chopping a fresh log is not a practical option due to stone tools taking too long to cut any large trees.

Yeah, I hope since we chose to go to war immediately, that Priit has done some planning ahead in regards to Arrow Lakes brick walls, as I don't think we'll have that much manpower available to have siege weapons already built.

Law is not Justice. Law can be for Justice(see Balance of People, where the Law is about Priit enforcing his personal views on justice to the wider tribe, or Spirits, where the Law is about enforcing practices and taboos to prevent disease and famine). But more commonly Law is for Organization.

See For Future Generations, where the Law is used to ensure the prosperity of future generations. See Unity where the Law is used to preempt and disable dissent.

It COULD upgrade our Justice value. Or it could add a new value, or it could mutate an existing value.

Fair enough, I just wanted to make the point as this value has to come from somewhere, and either replace an existing one, or fuse with one. If we lose retributive justice though, it would put our assimilation efforts for the Pearl Divers a step back as they did get that from us as one of their values.

Or our advancement could allow us to have three values now per category, but I doubt that.
 
That's fair. It should be pointed out, though, that we seem to be the only civ among our peers to have retained all three of the major food sources as methods of food production. That being agriculture, hunting, and aquaculture, with the first two being the most significant. I think that leaves us with plenty of leeway and buffer for if an environmental collapse occurs as our geography and technical development have done enough to allow us to diversify our food sources.

That seems to have been a very good key to our success, seeing as some of our most formidable enemies were devastated by the environmental rolls that allowed us to thrive. So I hope we continue with the trend, though agriculture seems more likely at this point compared to herding or aquaculture.
Food diversity was much more common in transitioning hunter gatherer cultures than in fully agrarian cultures. This is because grain outperformed everything you could grow or breed in terms of calorie(and thus manpower) return per manpower invested. People started monocropping because it was objectively optimal to do so in the span of one lifetime.

People were aware that overworked fields could become exhausted, but there was after all plenty of soil and manure fertilizer made it last long enough not to be a concern within the generation.

The exceptions were cultures which instituted religious beliefs and rituals(funny thing, both chinese and japanese had rituals to cast beans into the fields at certain seasons, which was early nitrogen fixing for instance), or which had strong conservative values that resisted the urge to monocrop for ease of planting to gain more stability in leaner years
Yes, I acknowledge that and agree with that. However, I still believe that getting to copper at least first in our region will be a boon for us in terms of the metalworking helping to give us more durable tools. So even though going full bronze is likely to be inefficient compared to stealing the tech from someone later, I would rather not be in the position of still being stuck in the stone age when that time comes calling.

In fact, one of the reasons for why I want to at least get to copper on our own is due to the fact that we seem to have some very large precious metals deposits, including copper nearby:

Temagami - Wikipedia
As to this, I agree. However, after some wiki trawling, I do believe that at the moment, should the @Redium not change geography too much, we should at least have a good source of copper within reach if we place a settlement nearby or kick out someone else who may be inhabiting it for the copper.

I doubt we're going to get lucky with having tin in our territory or near it, but at least having copper should mitigate it as we seem to have valuable resources we can trade, such as the sugar and salt.

Copper is VERY common. We're already mining some copper ore FYI, they're the blue and green pigments we use in the temples.

Bronze's crucial limiting factor is tin ore. Basically everyone had SOME copper.
Fair enough, I just wanted to make the point as this value has to come from somewhere, and either replace an existing one, or fuse with one. If we lose retributive justice though, it would put our assimilation efforts for the Pearl Divers a step back as they did get that from us as one of their values.

Or our advancement could allow us to have three values now per category, but I doubt that.
Look to the values:

[ ] [Core] On Behalf of Future Generations.

Trial By Fire -> Overcoming Adversity shifts to Look At The Long Run

[ ] [Core] Revere the Spirits

Retributive Justice -> Expanding the definitions of harm to include intangible harms
Supernal Symphony -> Further modify the scope

[ ] [Core] Social Unity

Retrbutive Justice -> Expand the definitions of harm to include non-conformity
Blood of my Brothers -> Widen the prevalence of bonds

[ ] [Core] Balance of People

Retributive Justice evolution -> Fairness rather than Deterrence focus

[ ] [Core] Power in all Things

I Want To Be The Very Best -> WoG says this is going to go Plus Ultra

[ ] [Core] Benefit the Land

Supernal Symphony -> Boost to agriculture/aquaculture, more taboos against environmental damage.

Keeping in mind that the Law at this era can have unpredictable effects, because we're taking Bronze Age techs in the Stone Age and that sometimes means overdevelopment and needing to catch up on the support factors.
 
[X] [Gov] The People's rulers should build ties within themselves so that they no longer fight for power.
[X] [Record] In metaphour, understood best through study and understanding.
[X] [Core] On Behalf of Future Generations.
[X] [Ask] Bring it, boy
 
[X] [Gov] The People should deffer now to a single leader.
[X] [Record] In metaphor, understood best through study and understanding.
[X] [Ask] Bring it, boy
 
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