From Stone to the Stars

[X] [Starve] Censure the Fangs for their duplicity. (-1 RA, - - Stability)
[X] [Preach] Encourage the Ember-Eyes and look to take advantage of the situation. (+ Stability)

[X] [Tree] Coppicing (Reduced ecological impact of forestry) [Easy]
[X] [Caribou] Increased Size (Expanded pool of possible Horned Riders) [Moderate]
[X] [Dog] Herding Dogs (Staples: Increase return from Herding-type buildings) [Moderate]
 
@Redium

What if we have the Fire eyes proslytize at the Soft Hearts? We could incorporate their settlement as well.

You could and the Ember-Eyes are preaching to them now that you're looking at it. It's just never been an issue before since they didn't make a big deal of it. You were giving them food, so if you wanted to talk at them while they were eating, they let you. That was part of the reason the Soft Eyes fractured away from the Mountain Clans.

Thought so. I guess the Peace Builder Skalds got away unnoticed because they tended to preach communal values while we preach individual values which fed their underclasses and gave form to discontent.

The Peace Builders have never interacted with the Island Makers to the best of your knowledge. They're simply too far away; it's the journey of the better part of a year to travel to and from their main settlements.

[ ] [Tree] Increased Food Production (Staples: Apples, Nuts, Persimmons) [Moderate]

Note that this is not going to be nutritionally significant in terms of calories. Makes great 'lesser' luxuries and keeping health up.
Not important at present.

This I'm going to dispute. I've done a little bit of research, and arboriculture is comparable in effectiveness to regular agriculture. Currently, your best method of farming is a corn monocrop with squash planted along the edges of the fields to deter pests. On a calories-per-acre basis, corn isn't that much better than apples or walnuts. In fact, corn is worse in many respects than walnuts; it's lower energy, bulkier, and requires a lot more processing (smashing nuts is easier than husking, drying, and grinding cornmeal).

You're also not dealing with modern corn. The crop the People actually grow is closer to wheat than it is to corn on the cob. Currently, your 'corn' plants look like thickened stems of grass with a dozen or so hard brown seeds in a cone shape at the top. The yield is pathetic; the walnuts the People have recently acquired would be more-or-less recognizable to a modern person and produce a lot more calories as a result.

You still need both, but Arboriculture is just as adequate a food supply as farming is.

So it's not like a brewery requires too much extensive infrastructure to set up, but the act itself is resource intensive?

Yeah.

So the other tribes have started calling themselves distinct names other than The People? Have we as well? If yes, what and how do our people interpret the meaning of our own name? Did the two recently integrated tribes popularize their former name(s) for us?

The other tribes are sort-of differentiating. The Island Makers refer to themselves as the People who Tend to the Earth-Mother's Chorus, but that's a mouthful. They refer to themselves as 'the People' internally, but there's a growing identification of themselves as being unique from other, outside tribes. The Island Makers along with the Peace Builders are some of the most culturally and religiously developed civilizations (other than yourselves) so their identifications tend to be grander. Most tribes and civilizations still refer to themselves as 'the People', but they're the People are of something.

The Soft Eyes are the People with Soft Eyes, the Cracktooth would be the People who Break Bone, the Cateye are the People of Split Gems, etc.

You're still known primarily as the Two Soul tribe and that's how your traders and warriors would describe you to outsiders: 'We are the People with Two Souls' since that's what outsiders call you. You wouldn't really identify with ethnic, cultural, or linguistic groups yet.

Now that at least one of our holy orders has started independently sending missionaries, how is the state of doctrinal differences regarding the believes of the orders? Back when I asked many turns ago you said our religion wasn't developed enough for those to matter but I've got a feeling that things changed.

There's a continuum. The Frost-Scarred are on one extreme with the Ember-Eyes on the other. All of your Holy Orders believe in your central Values: Might Makes Right, Natural Mastery, Familialism, Elitism, etc. What they differ on is the things that are encoded directly in those values, or they debate on how best to express those values.

The main differences are in materialism versus aestheticism. They also diverge of patience, the Frost-Scarred are a lot more impatient than the Fangs or Ember-Eyes. The last difference is Extroversion; the Frost-Scarred are introverted, preferring converts be scouted ahead of time or come to them, while the Ember-Eyes are gregarious and preach to all an sundry, or offer to sell some of the various magical wares.

For example, to express Elitism, the Ember-Eyes cover themselves in jewelry, fine furs, dyes, and other fancies. They believe in being absolutely identifiable and distinct. The best fancies are the things that an Ember-Eye has crafted themselves; pretty stones, feathered headdresses, etc.

The Frost-Scarred on the other hand, disdain those things; if it's not part of your physical body, it doesn't count. They value scars, both regular ones but also those attained ritually. They value overcoming adversity and simple trophies; the teeth of a slain enemy, a stone from the top of a mountain, bones from a cunning beast. The Frost-Scarred are very much ascetics.

Each order also emphasizes different traits most heavily. The Ember-Eyes prefer Elitism and Mastery of Nature, the Frost-Scarred Ordeals and Might Makes Right, the Fangs and Vendetta and Familialism. Every Order values every Value, but some are pre-eminent.

The disagreements aren't about the 'divine truth' as it were, but in how that should be shown.

Does Jeree being a mystic hero mean he has actual insights into other order mysteries and secrets? Or just a better understanding of their common teachings.

Jeree knows, or at least has a very good idea, about each Order's mysteries. He primarily practices those of the Horned Riders, but could serve as a member of the Fangs in a pinch. He knows the mysteries at the Heart of the Star Shaman, but he also knows that to perform those magics would kill him. He is incompatible. For the Frost-Scarred, he likes his fingers and toes attached to his body too much. The Ember-Eyes' bore him; Jeree doesn't want to spend hours setting up a reaction chamber in order to do proper magic, or measure out specific quantities of reagents. He'd much rather run free in the wild.

What do the Star Shaman spend their day to day with (in practical terms) that they believe protects The People from The Hole? And how does it look when they try to "research better methods"?

The Star Shaman are ritualists to the utmost degree. They chant, meditate, they draw diagrams pleasing to the spirits, brew potions or make medicine, and they offer sacrifices (animals or property). They watch the skies for auspicious dates and keep track of the solstices and equinoxes across seasons since certain rituals need to be done at certain times. They're the foremost experts on the weather and other grand natural cycles. Ordeals are a big part of their training; fasting, exercising, etc.

Did the Mountain Tribes split over the question of whether to accept food or not? We're there additional reasons beyond that? How are the relations between the three successor tribes nowadays?

Mostly over food. You have great relations with the Soft Eyes, cordial relationships with the Stoutheart and no relationship with the Hard Foot. The way the territory works out, you only actually border the Soft Eyes and Stoutheart.

How do the Horned Riders compare to the Fang when it comes to medical knowledge?

Both are honestly not that great. They have some, but if you want a good medic, you're better off served by one of the Frost-Scarred (for injuries) or Star Shaman (everything else).

What was the role of the non-horned rider shamans in the North and did the Horned Riders adopt any of those now otherwise extinct practices before joining us?

Not really. Aside from the Horned Riders, the Northlanders didn't have too much that was unique to them. They were supposed to develop more religious traditions in the future since they were a Theocracy, but you cut them short by absorbing them. Since they were a lot further north than you, they had a significant debuff in the very early game they didn't manage to recover from.

@Redium Are we essentially making all of our dogs into herding dogs? If yes, when will having multiple different breeds of one type of animal be an option? Personally, I want the production/war split to happen as soon as possible with all of our domesticated animals, be it herding vs killing, hair and trade vs cavalry or tonnes of meat vs living siege engine.

To be honest, actually voting on a type of development is ahistorical. Before the agricultural and scientific revolution, people didn't systematically study the natural world, at least not in a way we understand. People weren't stupid; if they found something that worked, they would do that, but the deep seated need to know Why? and to test each possible hypothesis before rejection wasn't done. Scientific, technological, or social progress was a lot more ad hoc and a lot more scattershot.

There was no overarching goal in domesticating plants or animals. It happened because people had control of those things' reproduction and sometimes promoted certain characteristics; intelligence, strength, food, etc. It wasn't until the Agricultural Revolution that people realized that you could breed specifically for certain traits. The realization that you could - for example - split your herd of cattle in three and only permit the best third to breed was revolutionary! It staggeringly increased the size of animals or the amount of milk they produced. Chickens increased their average body weight three times over during a fifty year span, for example.

What the People are doing is pushing their dogs to herd and those who can't do it simply die. The selection pressure isn't that great because the People haven't twigged onto the fact that if they increased it massively (i.e. only let the top 25% of herd dogs breed), they would get faster results. No one is tracking bloodlines to obtain best results, they're not objectively assessing anything, they're just allowing the dogs who can't do the job to fail at it.

So, yes, you are making all of your dogs into herding dogs, but that's only because the People don't realize they can breed an animal for a specific task yet. You haven't discovered Artificial Selection, you're operating almost exclusively on Natural Selection which is much slower.

I'd imagine though that boosting Raven's intelligence should be considerably easier, given they arguably have a more "advanced" brain than we do as humans, as they don't have the restrictions on higher level thought our cerebral cortex does, thus allowing them to pack 2-4 times as many neurons as humans in the same area. What they're lacking is just the overall size of their brain, which is comparatively far simpler to breed, and with their brain architecture much more effective than doing the same procedure with other animals. From a quick googling their mating habits should also make selective breeding easier to record and manipulate, with them generally being monogamous and mating in the same location.

It's remarkable as it is how intelligent they are given how tiny their brains are, I wonder just how far you'd be willing to take long term breeding with them.

One of the issues with breeding 'intelligence' is that it's often hard to define intelligence. There's no single one 'thing' that intelligence is. It's a multitude of factors. Look at dogs: they were bred to be smart (socially responsive to humans), but compared to wolves, they have terrible problem solving abilities. They also tend to have problems with anxiety.

Is our salt surplus big enough to export any of it further? If yes, do we get any profit from it, seeing how we seem to be buying it at double the value IIRC.

You do export salt, primarily to the Island Makers and Soft Eyes. You're not really getting a huge benefit from it; you sell so much that the salt trade is sucking 'money' out of their economies and preventing them from buying other goods. If you sell more salt, they buy less of something else.

Does it seem like the Pearl Divers are selling their salt to any to us unknown neighbors of theirs or are we still their only human contact as far as we know?

You can't really tell. Since all of the non-you neighbours to the Pearl Divers would also be on the ocean, they could simply make their own salterns. You don't know.

Does No Export regarding slaves mean that we still import them? How does that look? Do the Peace Builders and Mountain Clans bring us product from their slave raids which we shruggingly accept and pay for, then convert into Debtors and put to work under Pareem supervision for an arbitrary amount of time before adopting them into our clans?

You don't import slaves right now since no one is really selling them. If the (say) Hard Foot started selling slaves to the Stoutheart, who sold them to the Soft Eyes who sold them to you, then you would get the option to start buying slaves again.

When the People purchase a slave, that slave becomes a Debtor with their debt being equal to their price of purchase. They then follow the same rules that a normal Debtor would when it comes to paying off debt.

Our economy is still considered an internal gift economy despite things like weregild, distinct clans and personal property existing. Could you comment on any overt changes that happened to our People's daily economic life since the days of Aeva?
Also how does taxation work now that settlements don't have a centralized leadership anymore.

Weregild is a gift. You're giving someone a gift of food, property, or luxuries in order to make up for an offense committed against them. It's fully compatible with a gift economy.

The economy mostly functions the same, but you've devolved a lot of central control to more local economies. Aeva could basically tell most of the People what to do, even if she had to do it indirectly; that doesn't happen any more. Most of the actual movement of goods occurs locally now. People give gifts to the Pareem who gives those gifts to other Pareem in exchange for gifts they can give back to their clients.

Your concept of personal/clan property is odd. If something is your personal property, you can't do whatever you want with it. Your clan gets some amount of claim on it. Property exists on a continuum between an individual, a clan, and he People as a whole. There's no sharp divide on where a single bit of property belongs to any one group. Ownership can change based on something's use, available resources, the time of year, etc. It's hard to describe because it's a complicated situation.

Taxation used to involve turning over a rough portion of your work to the central council. That's gone. What happens instead is that Pareem turn over a certain amount of goods, labour, etc. to the central settlement council to hand out. The Pareem that provide the most gain increased prestige (Elitism, Ordeal). There's an incentive for Pareem to squeeze their clients for additional tribute, but that's counter-balanced by the fact that clients can simply walk away and get a better Pareem.

The Consequentialist Punishment trait's effect still refers to Big Men. What is its effect now that Big Men have less power and the Pareem decide stuff collectively?

Replace Big Men with Pareem council. That's all that changed.

The way you often describe the favored subjects of a Pareem as 'clients' makes me see them as often having a lawyer-adjacent role in society. How far off the mark am I?

Pareem serve as lawyers, but that's not their purpose. Pareem basically operate Patronage networks; they organize people and goods, trade favours, etc. I'm using client in the old sense here, Patron-Client relationships.

Are you keeping the fluff descriptions of the Holy Orders in their original form on purpose for historic reasons or have you simply not gotten around to updating lines like "Based out of the Shrine of the Fingers,"?

I should update them at some point.

What needs to happen for the Horned Riders and/or the Star Shamans to become official traits in the list of traits so as to upgrade Collection Most Holy?

Resolve your issues with over max Religious Authority. Your religious situation is unstable and you could have a religious blow out. If that happens, you could lose a Holy Order easily.

Is the Mastodon still hunted so rarely it doesn't warrant being listed under Prize Animals?

It should be listed there.

Who is trying to take ravens, where'd they get the inspiration/incentive from and since when is this a thing? I have to admit that while I do read all of your posts I often only skim over the rest whenever I've been absent for a while.

This goes all the way back to turn 1. When you picked The Beasts as your food source, it's given you a hidden, mechanical bonus when it comes to domesticating stuff. That's why you've got the opportunity to pick up ravens. The Hunt has also played into it because ravens are intelligent enough to start to operate within the system and help the People maintain it in such a way that they benefit. Somebody eventually recognized that the ravens were crafty buggers.

I see that we have progressed on the wheel despite many cultures not discovering them till much later (especially on this continent). What is guiding us towards it? A combination of learned mystics using cavalry and dog sleds in a non-snowy environment and us having developed dedicated and unusually (for the stone age) well travelled trails?

More trails.

We don't have a salt surplus - in fact we do not produce any salt at all. On a related note @Redium, what effects does trade dominance have at our level of economic development?

Currently, trade domination doesn't do too much. You really need some type of bulk transport in order to take off. Maintaining trade dominance is extremely important then and it could require fighting wars.

It does give you Diplo benefits when interacting with trade partners and it gives you a (small) chance to tech steal each turn.


Some transposed messages from IM questions:

If limiting preaching to only occurring with the Pareem's permission wins, you're going to have to take some time to get the shaman under control. There's going to be years of conflict between the Pareem and shaman who want to preach anyway, regardless of permission. The reason you're losing Stability in that option is because of the resulting crackdown and that's going to take time to shake out.

You can start preaching again after the Pareem gain control, but not in the meantime since that weakens the Pareem's attempts to control the shaman.

Arboriculture is more about offsetting the Staples cost of Forestry actions. Currently, it actually costs Staples in order to manage forests. It's not a huge amount, but it is noticeable. Once you get in basic Arboriculture, it becomes Staples neutral, freeing up a significant amount of food that can be reused. More advanced Arboriculture techniques are necessary to creating more quality timber, charcoal, food, or sugar.

For example, the currently being voted on Food improvement, will make each Forest-type building produces as much food as a Farm. Since you're currently paying, for Forests, it's a huge improvement.

The limiting issue is more clay than lumber in keeping brick housing. You now produce enough - but only on the eastern edge of your civilization. The soil to the west of Hill Guard/Crystal Lake/Cave of Stars, is simply clay-poor. Given you don't have docks and longships yet, there simply isn't a way to reliably transport bricks in the numbers needed from the Fingers to the west. You were short before, period; but now you're only short in certain locations.

After you get control of the preaching shaman, you can send them against the Island Makers. You just can't try to get control of them and have them preach at the same time. You can't double-dip on this action because you lack the administrative sophistication to differentiate those who have permission and those who don't. You could next turn redeploy the shaman (provided something unforeseen does not happen) next turn without issue.

I've done a bit of research and from what I've read, it sounds like apple orchards and corn fields have a roughly equivalent calorie production per acre. Now, corn is much easier to keep and preserve than apples are (though the People can preserve apples by slicing and drying them), but that's a separate issue.

Walnuts (which you have) are actually about 50% better on a calories per-acre basis compared to corn and walnuts keep very, very well.

veekie was right when he declared coppicing to be the basis of really advanced arboriculture techniques. Hybridizing, grafting, and splicing species all grew out of coppicing as a practice. Grafting can be really useful in mixing-and-matching aspects of certain trees. If you want strong roots, disease, or pest resistance, you can combine that with a fruit-bearing tree that would normally not have any of those benefits.

Is it worth it? It's hard to say; grafting is likely to be a Hard or Very Hard development to pick up after coppicing, but it's quite useful.

Coppicing is also useful in that it greatly slows down ecological damage from over-foresting. That's not a huge concern right now, but it's much, much, much better to develop good ecological practices now when it doesn't matter than to get yourselves in problems later on once demand for charcoal skyrockets.

The decline of forests is a very slow process and if you're not careful, the People will destroy them and hardly notice.

It's not the frontier they have problems, so much as the western half of the People. 'Frontier' settlements in the east (Fingers/Arrow Lake) use bricks, but central settlements in the west are finding it hard to source bricks at all.

The biggest way to fix this is to either discover find a new clay deposit (Explore actions) or try and rush Copper Smelting + Copper Tools and Masonry (Study: Stone and Study: Fire). There's simply not a good answer to this type of local resource scarcity.

AN: It's Thanksgiving this weekend and I am going to be visiting with family. I'm not sure how much time I will have available to update. As such, if anyone wants to change their votes based on the answers here, the Vote is still Open.
 
The Peace Builders have never interacted with the Island Makers to the best of your knowledge. They're simply too far away; it's the journey of the better part of a year to travel to and from their main settlements.
Interesting. Do they have any neighbors we've heard of but never met directly?
This I'm going to dispute. I've done a little bit of research, and arboriculture is comparable in effectiveness to regular agriculture. Currently, your best method of farming is a corn monocrop with squash planted along the edges of the fields to deter pests. On a calories-per-acre basis, corn isn't that much better than apples or walnuts. In fact, corn is worse in many respects than walnuts; it's lower energy, bulkier, and requires a lot more processing (smashing nuts is easier than husking, drying, and grinding cornmeal).

You're also not dealing with modern corn. The crop the People actually grow is closer to wheat than it is to corn on the cob. Currently, your 'corn' plants look like thickened stems of grass with a dozen or so hard brown seeds in a cone shape at the top. The yield is pathetic; the walnuts the People have recently acquired would be more-or-less recognizable to a modern person and produce a lot more calories as a result.

You still need both, but Arboriculture is just as adequate a food supply as farming is.
Hmm, it sounds a lot like the Hunting issue, i.e. Arboriculture pays out a lot better early on, but technological developments benefit grains better as animal/water/wind milling reduces the cost of processing, while the for apples and nuts it doesn't scale up as good?

Still, not impacting my vote, but it'd be the second focus once we do Coppicing(which shouldn't take that long hopefully)
Well, basic brewing isn't technically that difficult. Its letting high sugar foods rot in controlled manners after all, so just its timing. But given the amounts of food used up in primary and secondary tools...
The other tribes are sort-of differentiating. The Island Makers refer to themselves as the People who Tend to the Earth-Mother's Chorus, but that's a mouthful. They refer to themselves as 'the People' internally, but there's a growing identification of themselves as being unique from other, outside tribes. The Island Makers along with the Peace Builders are some of the most culturally and religiously developed civilizations (other than yourselves) so their identifications tend to be grander. Most tribes and civilizations still refer to themselves as 'the People', but they're the People are of something.

The Soft Eyes are the People with Soft Eyes, the Cracktooth would be the People who Break Bone, the Cateye are the People of Split Gems, etc.

You're still known primarily as the Two Soul tribe and that's how your traders and warriors would describe you to outsiders: 'We are the People with Two Souls' since that's what outsiders call you. You wouldn't really identify with ethnic, cultural, or linguistic groups yet.
So it sounds like for their Names for Self for Island Makers -> Earthsong Tribe internally due to cultural factors, but known for their building islands externally.
Soft Eyes sounds vaguely derogatory, is that their name for themselves and a culture gap talking or is it what their tribemates called them when they split off?

Also on our part, it seems the Hills/Mounds and temples we build don't get as big a rep as our dogs? Or is the whole "beasts obey them" thing just too weird for our neighbors to digest?


The Star Shaman are ritualists to the utmost degree. They chant, meditate, they draw diagrams pleasing to the spirits, brew potions or make medicine, and they offer sacrifices (animals or property). They watch the skies for auspicious dates and keep track of the solstices and equinoxes across seasons since certain rituals need to be done at certain times. They're the foremost experts on the weather and other grand natural cycles. Ordeals are a big part of their training; fasting, exercising, etc.
Seems like they're our most...priestly group.

Both are honestly not that great. They have some, but if you want a good medic, you're better off served by one of the Frost-Scarred (for injuries) or Star Shaman (everything else).
Say, do the Frost-Scarred know cauterization and how does that play with their interactions with the Ember Eyes if so?
To be honest, actually voting on a type of development is ahistorical. Before the agricultural and scientific revolution, people didn't systematically study the natural world, at least not in a way we understand. People weren't stupid; if they found something that worked, they would do that, but the deep seated need to know Why? and to test each possible hypothesis before rejection wasn't done. Scientific, technological, or social progress was a lot more ad hoc and a lot more scattershot.

There was no overarching goal in domesticating plants or animals. It happened because people had control of those things' reproduction and sometimes promoted certain characteristics; intelligence, strength, food, etc. It wasn't until the Agricultural Revolution that people realized that you could breed specifically for certain traits. The realization that you could - for example - split your herd of cattle in three and only permit the best third to breed was revolutionary! It staggeringly increased the size of animals or the amount of milk they produced. Chickens increased their average body weight three times over during a fifty year span, for example.

What the People are doing is pushing their dogs to herd and those who can't do it simply die. The selection pressure isn't that great because the People haven't twigged onto the fact that if they increased it massively (i.e. only let the top 25% of herd dogs breed), they would get faster results. No one is tracking bloodlines to obtain best results, they're not objectively assessing anything, they're just allowing the dogs who can't do the job to fail at it.

So, yes, you are making all of your dogs into herding dogs, but that's only because the People don't realize they can breed an animal for a specific task yet. You haven't discovered Artificial Selection, you're operating almost exclusively on Natural Selection which is much slower.
Really, directed research is a thing for our role as the People's Zeitegeist isn't it?

Nobody else actually chooses actions in as much detail as we do because well, we need that control to be a quest, but a pretty big chunk of our votes are on things that usually just get decided by chance an preexisting sentiments.
One of the issues with breeding 'intelligence' is that it's often hard to define intelligence. There's no single one 'thing' that intelligence is. It's a multitude of factors. Look at dogs: they were bred to be smart (socially responsive to humans), but compared to wolves, they have terrible problem solving abilities. They also tend to have problems with anxiety.
Mmm, we're probably breeding for trust, better memory and social instinct(with brain size and biological support for brain size as a required secondary trait), while the wolf crossbreeds probably drop a lot of the counterproductive social instincts and puts the brain mass to use getting cunning.
You don't import slaves right now since no one is really selling them. If the (say) Hard Foot started selling slaves to the Stoutheart, who sold them to the Soft Eyes who sold them to you, then you would get the option to start buying slaves again.

When the People purchase a slave, that slave becomes a Debtor with their debt being equal to their price of purchase. They then follow the same rules that a normal Debtor would when it comes to paying off debt.
Sounds like a problem for Future Us.
Weregild is a gift. You're giving someone a gift of food, property, or luxuries in order to make up for an offense committed against them. It's fully compatible with a gift economy.

The economy mostly functions the same, but you've devolved a lot of central control to more local economies. Aeva could basically tell most of the People what to do, even if she had to do it indirectly; that doesn't happen any more. Most of the actual movement of goods occurs locally now. People give gifts to the Pareem who gives those gifts to other Pareem in exchange for gifts they can give back to their clients.

Your concept of personal/clan property is odd. If something is your personal property, you can't do whatever you want with it. Your clan gets some amount of claim on it. Property exists on a continuum between an individual, a clan, and he People as a whole. There's no sharp divide on where a single bit of property belongs to any one group. Ownership can change based on something's use, available resources, the time of year, etc. It's hard to describe because it's a complicated situation.

Taxation used to involve turning over a rough portion of your work to the central council. That's gone. What happens instead is that Pareem turn over a certain amount of goods, labour, etc. to the central settlement council to hand out. The Pareem that provide the most gain increased prestige (Elitism, Ordeal). There's an incentive for Pareem to squeeze their clients for additional tribute, but that's counter-balanced by the fact that clients can simply walk away and get a better Pareem.
How did the Fangs mess interat with tis? Trying to figure out how it happened


This goes all the way back to turn 1. When you picked The Beasts as your food source, it's given you a hidden, mechanical bonus when it comes to domesticating stuff. That's why you've got the opportunity to pick up ravens. The Hunt has also played into it because ravens are intelligent enough to start to operate within the system and help the People maintain it in such a way that they benefit. Somebody eventually recognized that the ravens were crafty buggers.
So the corvids adapted pretty quickly to the Hunt.
Hmm, leading predators(i.e. humans and dogs) to prey animals so that they get the kill and the corvids get to scavenge on the leftovers sounds like both a natural thing that happens from selection pressure and also very very spoopy to people when it happens.
To expand on this, our land is a bumpy mess of hills, streams and more hills. You wouldn't think of wheels rolling as useful in that environment, you'd be "blast that bloody log rolled into the river, who's gonna fish it out now?"

The limiting issue is more clay than lumber in keeping brick housing. You now produce enough - but only on the eastern edge of your civilization. The soil to the west of Hill Guard/Crystal Lake/Cave of Stars, is simply clay-poor. Given you don't have docks and longships yet, there simply isn't a way to reliably transport bricks in the numbers needed from the Fingers to the west. You were short before, period; but now you're only short in certain locations.
More trails next then, once we have the Kilns up.
Actually that sounds interesting because in the West brick housing would be a sign of wealth and influence to be able to get the brick allotment away from the community's needs(Wall, Hill, and Temple) for your personal brick home, while in the East, choosing to have a high maintenance Log home shows off your ability to afford to order manpower around.

Going to be a pretty neat culture clash later.
I've done a bit of research and from what I've read, it sounds like apple orchards and corn fields have a roughly equivalent calorie production per acre. Now, corn is much easier to keep and preserve than apples are (though the People can preserve apples by slicing and drying them), but that's a separate issue.

Walnuts (which you have) are actually about 50% better on a calories per-acre basis compared to corn and walnuts keep very, very well.

veekie was right when he declared coppicing to be the basis of really advanced arboriculture techniques. Hybridizing, grafting, and splicing species all grew out of coppicing as a practice. Grafting can be really useful in mixing-and-matching aspects of certain trees. If you want strong roots, disease, or pest resistance, you can combine that with a fruit-bearing tree that would normally not have any of those benefits.

Is it worth it? It's hard to say; grafting is likely to be a Hard or Very Hard development to pick up after coppicing, but it's quite useful.

Coppicing is also useful in that it greatly slows down ecological damage from over-foresting. That's not a huge concern right now, but it's much, much, much better to develop good ecological practices now when it doesn't matter than to get yourselves in problems later on once demand for charcoal skyrockets.

The decline of forests is a very slow process and if you're not careful, the People will destroy them and hardly notice.
Glad to have it confirmed! :)
And yeah, ecological practices basically need to be put in when you START...or economics will say "why go to all that effort when you can't possibly run out of trees". Not that we should go full Ymaryn crazy about it, but if they are tied closely to traditional arboriculture methods that probably should keep us in good stead when metalworking starts up and we start needing skyrocketing amounts of fuel until we find coal(and we STILL need charcoal to do Iron at least until we figure out coking coal).

Up until the modern age our only tools would be religion and tradition. We got the Hunt for animal ecology. We probably want coppicing and Three Sisters in at the root of our arboriculture.


It's not the frontier they have problems, so much as the western half of the People. 'Frontier' settlements in the east (Fingers/Arrow Lake) use bricks, but central settlements in the west are finding it hard to source bricks at all.

The biggest way to fix this is to either discover find a new clay deposit (Explore actions) or try and rush Copper Smelting + Copper Tools and Masonry (Study: Stone and Study: Fire). There's simply not a good answer to this type of local resource scarcity.
Explore along water bodies should be how we can find clay, I think? Though having a deposit in convenient places to get is hard.

I miss our auto-explore from the early ages. Choosing to explore is hard >.<
 
There's a continuum. The Frost-Scarred are on one extreme with the Ember-Eyes on the other. All of your Holy Orders believe in your central Values: Might Makes Right, Natural Mastery, Familialism, Elitism, etc. What they differ on is the things that are encoded directly in those values, or they debate on how best to express those values.

The main differences are in materialism versus aestheticism. They also diverge of patience, the Frost-Scarred are a lot more impatient than the Fangs or Ember-Eyes. The last difference is Extroversion; the Frost-Scarred are introverted, preferring converts be scouted ahead of time or come to them, while the Ember-Eyes are gregarious and preach to all an sundry, or offer to sell some of the various magical wares.

For example, to express Elitism, the Ember-Eyes cover themselves in jewelry, fine furs, dyes, and other fancies. They believe in being absolutely identifiable and distinct. The best fancies are the things that an Ember-Eye has crafted themselves; pretty stones, feathered headdresses, etc.

The Frost-Scarred on the other hand, disdain those things; if it's not part of your physical body, it doesn't count. They value scars, both regular ones but also those attained ritually. They value overcoming adversity and simple trophies; the teeth of a slain enemy, a stone from the top of a mountain, bones from a cunning beast. The Frost-Scarred are very much ascetics.

Each order also emphasizes different traits most heavily. The Ember-Eyes prefer Elitism and Mastery of Nature, the Frost-Scarred Ordeals and Might Makes Right, the Fangs and Vendetta and Familialism. Every Order values every Value, but some are pre-eminent.

The disagreements aren't about the 'divine truth' as it were, but in how that should be shown.

Considering the continuum and how some of their beliefs seem to differ, I'm surprised we haven't seen any conflict come about from this. How has our recent development and belief in gods and deities affected the development of the Holy Orders? Have we got a concrete enough belief in a sort of pantheon that these differences can be seen as amicable?

Not really. Aside from the Horned Riders, the Northlanders didn't have too much that was unique to them. They were supposed to develop more religious traditions in the future since they were a Theocracy, but you cut them short by absorbing them. Since they were a lot further north than you, they had a significant debuff in the very early game they didn't manage to recover from.

Assuming we hadn't gone to war against the Northlanders, and that our relationship with them remained as before, as that of strong trading partners, how did you imagine the Northlands would've developed?

Resolve your issues with over max Religious Authority. Your religious situation is unstable and you could have a religious blow out. If that happens, you could lose a Holy Order easily.

Is there a way for us to resolve our overmaxed Religious Authority that doesn't involve losing a Holy Order? I assume we have some resilience against that through our Collection Moste Holy (Three) legacy.

Also, considering how it seems we will be encouraging the Ember Eyes to continue preaching, will that have a detrimental affect on us, seeing how while it would retain stability, it would not be us taking the reins from the Holy Orders?

This goes all the way back to turn 1. When you picked The Beasts as your food source, it's given you a hidden, mechanical bonus when it comes to domesticating stuff. That's why you've got the opportunity to pick up ravens. The Hunt has also played into it because ravens are intelligent enough to start to operate within the system and help the People maintain it in such a way that they benefit. Somebody eventually recognized that the ravens were crafty buggers.

What would the other choices have given us in terms of bonuses? I'm guessing the Shore option would've made us more like the Pearl Divers, in that we would be aquatically focused. While the Land option seems like it would've made us more like the Island Makers. I'm not entirely sure what bonuses the taking from Other Tribes option would've given us, especially considering how good we are at that already, but I am guessing it would've made us more like South Lake was, right?

Currently, trade domination doesn't do too much. You really need some type of bulk transport in order to take off.

Like Boats or do you mean roads and wheels?

Maintaining trade dominance is extremely important then and it could require fighting wars.

This sounds like something for the Bronze Age rather than our current Stone Age.

[X] [Starve] Censure the Fangs for their duplicity. (-1 RA, - - Stability)
[X] [Preach] Permit it only with direct sanction of the Pareem. (- - Stability)

[X] [Tree] Coppicing (Reduced ecological impact of forestry) [Easy]
[X] [Caribou] Increased Size (Expanded pool of possible Horned Riders) [Moderate]
[X] [Dog] Herding Dogs (Staples: Increase return from Herding-type buildings) [Moderate]
Adhoc vote count started by Japanime on Oct 6, 2018 at 11:29 AM, finished with 41 posts and 25 votes.
 
[X] [Starve] Censure the Fangs for their duplicity. (-1 RA, - - Stability)
[X] [Preach] Permit it only with direct sanction of the Pareem. (- - Stability)

[X] [Tree] Coppicing (Reduced ecological impact of forestry) [Easy]
[X] [Caribou] Increased Size (Expanded pool of possible Horned Riders) [Moderate]
[X] [Dog] Herding Dogs (Staples: Increase return from Herding-type buildings) [Moderate]
 
One of the issues with breeding 'intelligence' is that it's often hard to define intelligence. There's no single one 'thing' that intelligence is. It's a multitude of factors. Look at dogs: they were bred to be smart (socially responsive to humans), but compared to wolves, they have terrible problem solving abilities. They also tend to have problems with anxiety.
That's more due to the vast differences between wolves and ravens though, so the example isn't that relevant. Wolves are a threat to humans, and given the crude nature of breeding, the more docile tended to have portions of their brain be smaller so this was what was selected for. leading to the issue of dogs generally having smaller brains than wolves. This dynamic lead into the fact it was intrinsic that you wanted the creature to be more reliant on humans due to how it benefited how they interacted with humans, so a reduction in problem solving skills makes sense.

Ravens are very different though. They're not a harmful threat so that's not a contingency we need to be concerned about as individuals or society, they're already highly social animals capable of working with other species so that doesn't need to be laboriously improved upon over time, they're intelligent and good at problem solving so will be adaptable aids, and the nature of how they breed (predominantly life partners, in a single area) means that tracking them would become far easier than creatures who move about and have multiple partners.

The only thing they're actually lacking realistically is the size of their brain as they already have an incredible brain architecture densely packed with neurons, and this is quite trivial to breed in comparison to the difficulties with other domestication humans have pursued, as increasing their overall body size is visually apparent generation to generation rather than nebulous qualities such whether they're less aggressive or more aggressive and how marginal it could be and how hard that is to examine. There's also likely to be further benefits for them having an increased body size too, so there's even more advantages in that direction.
 
Considering the continuum and how some of their beliefs seem to differ, I'm surprised we haven't seen any conflict come about from this. How has our recent development and belief in gods and deities affected the development of the Holy Orders? Have we got a concrete enough belief in a sort of pantheon that these differences can be seen as amicable?
Not necessarily. What we see is that they all believe in the same common base values and theology, but they interpret it differently. Think the difference between a medieval knightly order focused on protecting the faithful via force of arms, the priests ministering to the faithful to provide them spiritual services and watch them such that they do not stray into sin and the monks focused on scribing copies of the Bible and trying to find secrets of the universe encoded within.

The priest would find the knight verging upon the edge of sin as they kill in God's name, the monks might find that the priests are indulging too much in materialism rather than studying the Word of God, and the knight might find the monks hopelessly out of touch with the world God intended, but they all serve the same belief system.

The important part here is that their differences are non-doctrinal.
E.g. they all agree that the elites should be marked out so that their superiority can be seen.
-The Ember Eyes favor luxuries, since time immemorial they were involved in the production of gemstones, lime, brick, and sugar, so it is natural for them to denote status and achievements through ornamentation. From their perspective scars are most often a sign of mistakes, and the Ember Eyes trade is...not very tolerant of mistakes when working with high temperature kilns and caustic reagents.

-The Frost Scarred have their most defining quality being the scars they bear from ritual frostbite. As with most such initiation rituals, as the environment grows more accomodating they're going to slowly move away from functional scarification(loss of extermities, while a great test of devotion, do actually impair functionality) towards tattoos and symbolic scarification.

-The Fangs by contrast emulate the wolves they tame, and thus denote status through the prosperity of their community. I'd wager this is the root cause of the corruption scandal, the higher status Fangs were likely feeding the extra food allocation to their dogs to maintain a higher status symbol, and they didn't really think much of it.

In all of them, the elites are marked for those within their number to know, while the outsiders can only guess, and the other Holy Orders are going to be doing their professional rivalry thing.
Is there a way for us to resolve our overmaxed Religious Authority that doesn't involve losing a Holy Order? I assume we have some resilience against that through our Collection Moste Holy (Three) legacy.

Also, considering how it seems we will be encouraging the Ember Eyes to continue preaching, will that have a detrimental affect on us, seeing how while it would retain stability, it would not be us taking the reins from the Holy Orders?
Wait for the next RA overcap event to pop and takee the RA lowering option then, the stability bounty from the priest decision should help a bit.

Or shift to a more theocratic government, which tolerates higher RA by dint of the priests also being part of the ruling class.
What would the other choices have given us in terms of bonuses? I'm guessing the Shore option would've made us more like the Pearl Divers, in that we would be aquatically focused. While the Land option seems like it would've made us more like the Island Makers. I'm not entirely sure what bonuses the taking from Other Tribes option would've given us, especially considering how good we are at that already, but I am guessing it would've made us more like South Lake was, right?
Land probably gives agriculture and construction bonuses, I guess. Other Tribes would be militaristic.
Like Boats or do you mean roads and wheels?
Boats mostly for everything people conventionally trade, but beasts of burden and wageons/sleds should carry decent amounts of luxuries.
This sounds like something for the Bronze Age rather than our current Stone Age.
Bronze Age is when trade goes nuts yeah.
 
Not necessarily. What we see is that they all believe in the same common base values and theology, but they interpret it differently. Think the difference between a medieval knightly order focused on protecting the faithful via force of arms, the priests ministering to the faithful to provide them spiritual services and watch them such that they do not stray into sin and the monks focused on scribing copies of the Bible and trying to find secrets of the universe encoded within.

The priest would find the knight verging upon the edge of sin as they kill in God's name, the monks might find that the priests are indulging too much in materialism rather than studying the Word of God, and the knight might find the monks hopelessly out of touch with the world God intended, but they all serve the same belief system.

The important part here is that their differences are non-doctrinal.
E.g. they all agree that the elites should be marked out so that their superiority can be seen.
-The Ember Eyes favor luxuries, since time immemorial they were involved in the production of gemstones, lime, brick, and sugar, so it is natural for them to denote status and achievements through ornamentation. From their perspective scars are most often a sign of mistakes, and the Ember Eyes trade is...not very tolerant of mistakes when working with high temperature kilns and caustic reagents.

-The Frost Scarred have their most defining quality being the scars they bear from ritual frostbite. As with most such initiation rituals, as the environment grows more accomodating they're going to slowly move away from functional scarification(loss of extermities, while a great test of devotion, do actually impair functionality) towards tattoos and symbolic scarification.

-The Fangs by contrast emulate the wolves they tame, and thus denote status through the prosperity of their community. I'd wager this is the root cause of the corruption scandal, the higher status Fangs were likely feeding the extra food allocation to their dogs to maintain a higher status symbol, and they didn't really think much of it.

In all of them, the elites are marked for those within their number to know, while the outsiders can only guess, and the other Holy Orders are going to be doing their professional rivalry thing.

That's true enough I suppose, but I'm kind of curious if the introduction of Gods and Deities is enough to make a difference of opinion become more than just a rivalry.

Wait for the next RA overcap event to pop and takee the RA lowering option then, the stability bounty from the priest decision should help a bit.

Or shift to a more theocratic government, which tolerates higher RA by dint of the priests also being part of the ruling class.

I'm not entirely sure that the options that are in the lead right now, will be enough to rectify our current RA overcap, especially seeing as we are likely to have a 21.2 subturn. The main vote I am having trouble deciding on and which I think could use some more potential debate is the Preach Vote. From what the QM has indicated, if we take the option of trying to make it so that they need approval from the Pareem in order to preach, we would likely be taking some of the power away from the Holy Orders, something we can do, but at the cost of some conflict within the People, especially against our stability. So the option is certainly doable, and he did clarify later that we could also later send them out later to perform more missionary work, meaning that our decision here if we take said route won't stifle our missionary spirit, simply put it under a different authority. The main dilemma I am dealing with right now when considering that vote is whether or not we can afford to risk losing so much stability, especially when we are already censuring another powerful Holy Order. However, if we take the current tact and encourage them, I fear that we may be provoking another crisis by either alienating one of our trading partners in the Island Makers, and potentially even cause them to go to war with us to stop our preaching, as it has been noted that our preaching is especially effective against their society. Considering our current situation I am not entirely sure that is something we want to deal with either.

Boats mostly for everything people conventionally trade, but beasts of burden and wageons/sleds should carry decent amounts of luxuries.

So we should wait until the Bronze Age then, because I don't think we will be getting either anytime soon.

As aside from the masonry and copper tools, I don't think we will be resolving this brick situation anytime soon unless we hit it lucky in terms of our explore options, which we can probably get for free now so long as Jeree is around.
 
I'm not entirely sure that the options that are in the lead right now, will be enough to rectify our current RA overcap, especially seeing as we are likely to have a 21.2 subturn. The main vote I am having trouble deciding on and which I think could use some more potential debate is the Preach Vote. From what the QM has indicated, if we take the option of trying to make it so that they need approval from the Pareem in order to preach, we would likely be taking some of the power away from the Holy Orders, something we can do, but at the cost of some conflict within the People, especially against our stability. So the option is certainly doable, and he did clarify later that we could also later send them out later to perform more missionary work, meaning that our decision here if we take said route won't stifle our missionary spirit, simply put it under a different authority. The main dilemma I am dealing with right now when considering that vote is whether or not we can afford to risk losing so much stability, especially when we are already censuring another powerful Holy Order. However, if we take the current tact and encourage them, I fear that we may be provoking another crisis by either alienating one of our trading partners in the Island Makers, and potentially even cause them to go to war with us to stop our preaching, as it has been noted that our preaching is especially effective against their society. Considering our current situation I am not entirely sure that is something we want to deal with either.
IMO either rein them in and eat the stability edging or let them work and use the stability in the .2 phase to pay for the next religious event. Reining them in is great precedent, but we're likely to face a second follow up decision when they try to resist it, and that might be a tough one if our stability is right at the edge of our tolerance.

I don't believe the Island Makers are likely to go to war with us to stop the preaching, because the classes most receptive to our preaching is their lower warrior class, such an attempt is more likely to lead to an Island Maker fracture instead.
 
IMO either rein them in and eat the stability edging or let them work and use the stability in the .2 phase to pay for the next religious event. Reining them in is great precedent, but we're likely to face a second follow up decision when they try to resist it, and that might be a tough one if our stability is right at the edge of our tolerance.

I don't believe the Island Makers are likely to go to war with us to stop the preaching, because the classes most receptive to our preaching is their lower warrior class, such an attempt is more likely to lead to an Island Maker fracture instead.
A more pressing consideration is whether we want to collapse the island makers or not. We have a peaceful relationship with them now. We have no guarantees that this will remain true with who ever replaces them.
 
IMO either rein them in and eat the stability edging or let them work and use the stability in the .2 phase to pay for the next religious event. Reining them in is great precedent, but we're likely to face a second follow up decision when they try to resist it, and that might be a tough one if our stability is right at the edge of our tolerance.

I don't believe the Island Makers are likely to go to war with us to stop the preaching, because the classes most receptive to our preaching is their lower warrior class, such an attempt is more likely to lead to an Island Maker fracture instead.

That's a fair assessment, however the long term potential ramifications of this in the long term have me worried. Mostly because I think we have a good chance of doing well enough in terms of stability the next turn, seeing how when the results of our explore action were brought up, it seemed like we had rolled well, which can only help us if true.

The main issue I have is that through the choice we make here, if we do not make any attempts to mollify the Island Makers, we could potentially be making short term gains by sacrificing things in the long term, mainly our currently amicable relationship with the Island Makers. While I do not believe us not choosing to immediately stop our preachers will lead to a sudden war, I do believe that we will have likely soured things in our relationship with the Island Makers. Even though our preaching is very powerful in regards to its effectiveness against the Island Makers and their society, I don't quite think that our simple preaching will be enough to drive them to fracture. As that seems as unlikely as going to direct war against us. Considering how centralized they appear to be, and how seriously they seem to be making this issue, I fear that if we don't make any changes and rein the Ember Eyes in, the Island Makers may just close off trade with us altogether, hardening their opinions against us and potentially setting themselves against us, giving us a much closer potential enemy on our doorsteps.
 
Interesting. Do they have any neighbors we've heard of but never met directly?

I assume you're referring to the Peace Builders here? They've started to interact with the River Tribe to the northwest (located on the border of Lake Superior and Georgian Bay IRL). You know the River Tribe exists, but you've never dealt with them.

The Island Makers do not have any neighbors you're unaware of. They deal with the Bond Breakers occasionally and you've basically lost all cultural memory of that tribe, but you know they exist.

Also on our part, it seems the Hills/Mounds and temples we build don't get as big a rep as our dogs? Or is the whole "beasts obey them" thing just too weird for our neighbors to digest?

The Beasts are more significant to them. The Fangs are rumoured to sunder their souls and split them between one human and then a pack of wolves.

The major thing is: most of your neighbours don't consider the Hills to be that impressive. The Peace Builders and Island Makers are both capable of doing that megaproject. The Pearl Divers don't really care about it; to them salterns and docks are more important. The Soft Eyes and Stoutheart feel your hills are cute; their mountains are much bigger.

The Temples are very impressive, but a lot of the difference between a Temple and Shrine is actually social or service based. The way the religious buildings work is:

Holy Place: An area is recognized to have spiritual significance.
Shrine: An area with spiritual significance has buildings constructed to enhance that spiritual significance. This is typically one large and impressive building.
Temple: Shaman and other religious leaders are attracted to the constructed buildings and begin offering spiritual and magical services.
Monasteries: Dedicated legions of holy men who exclusively dedicate themselves to study and religious/magical contemplation.
Cathedral: A nexus of power.

The gap between Shrine and Temple isn't something that can simply be seen. If you removed all the people, the difference between a Shrine and Temple is that a Temple has more outbuildings to support more people. The most impressive shrine could actually look better than a poor temple.

Your Temples are quite impressive, but outsiders don't understand how to grasp they're that much better.

Say, do the Frost-Scarred know cauterization and how does that play with their interactions with the Ember Eyes if so?

The Frost-Scarred don't have cauterization down yet. They have found that exposing a freezing person to high heat is actually very bad for their health; someone with frostbite or exposure needs to warm up slowly. As such, they disdain the use of fire to close wounds, assuming it will just weaken the person it's applied to. The Ember-Eyes are much more likely to pick up cauterization on their own.

Really, directed research is a thing for our role as the People's Zeitegeist isn't it?

Nobody else actually chooses actions in as much detail as we do because well, we need that control to be a quest, but a pretty big chunk of our votes are on things that usually just get decided by chance an preexisting sentiments.

Yes.

How did the Fangs mess interat with tis? Trying to figure out how it happened

The Fangs would basically promise 100 sacks of food to the local council, but actually only put in 95 and those 95 sacks were only 80% full. It was simple corruption skimming off the top. Your records simply weren't good enough to catch the growing black hole of resources before it triggered a crisis.

To expand on this, our land is a bumpy mess of hills, streams and more hills. You wouldn't think of wheels rolling as useful in that environment, you'd be "blast that bloody log rolled into the river, who's gonna fish it out now?"

Hey, you throw logs in the river all the time since it makes getting them back to your settlements easier. It's often the goal for them to end up there.

The real answer is Arrow Lake, however. They were 3/3 for trails so you're getting drips from having a province with full trails.

Considering the continuum and how some of their beliefs seem to differ, I'm surprised we haven't seen any conflict come about from this. How has our recent development and belief in gods and deities affected the development of the Holy Orders? Have we got a concrete enough belief in a sort of pantheon that these differences can be seen as amicable?

@veekie's insight was close. Everyone believes in essentially the same doctrine, they just differ on how to express it. This could create a religious fracture later on once the need for ideological purity evolves, but not right now.

The other part of it is now that your civilization has increasingly localized, the Holy Orders step on each others toes less and less. Each Holy Order has their own settlement, so they can do things their own way. When they're in a different settlement, they have to act as a respectful visitor since they are heavily outnumbered.

Assuming we hadn't gone to war against the Northlanders, and that our relationship with them remained as before, as that of strong trading partners, how did you imagine the Northlands would've developed?

The Northlanders would've stayed mostly nomadic, but they would've eventually founded a single, great city as the center of their civilization. They would've grown rich off of trade, taking ivory, ice, and meteoric iron from the north and trading it down south. In exchange, they would've benefited from your southern goods: pottery, sugar, herbs, etc. They would've extended their reach to the east, establishing a foothold on the coast so that they could act as a middleman for the not-Pearl Diver civilizations in the maritimes, sucking in enormous amounts of fish from the not!Grand Banks. They would've taken salt and preserved fish and then brought that to where it was an exotic good in the west.

The Northlanders would have eventually fractured for one of three reasons: a southern power successfully knocks them over for their trade power, a northern horde of nomads descends on them and destroys them, or they discover something about the western edge of their territory that would've caused a sharp divergence in their lifestyle.

Culturally, the Northlanders would've leaned more and more heavily on their Religious Autocracy government style. Everything they trade would be for the aggrandizement of their central city and the shaman who rules it. If you didn't trade on their terms, they would simply take what they needed. They were on the route of developing God-Kings akin to some of the earliest city-states in the Fertile Crescent.

Is there a way for us to resolve our overmaxed Religious Authority that doesn't involve losing a Holy Order? I assume we have some resilience against that through our Collection Moste Holy (Three) legacy.

Yes.

Whenever you're in a crisis, you're in a state of superposition. The rules are breaking down and your civilization is getting fuzzy. Different government, economic, and social types start to hybridize into an unstable, intermediate version. From this unstable intermediate, you can collapse the superposition to a lower energy, more stable government, social, or economic type.

There's always a path of least resistance in this controlled superposition collapse, but there are multiple options. A situation like this is essentially like an unbalanced table, your're trying to make your decisions in such a way that the table becomes overloaded and collapses in a way that you want.

Also, considering how it seems we will be encouraging the Ember Eyes to continue preaching, will that have a detrimental affect on us, seeing how while it would retain stability, it would not be us taking the reins from the Holy Orders?

This is a rub.

Your crisis is currently that the Holy Orders have gotten too big for the bridges. If you keep feeding them power, eventually you reform into a Shamanistic Aristocracy. If you keep bashing the Holy Orders and reducing their powers, it's likely to break something as you reassert secular control.

The easy answer to this, if you want to keep Holy Orders, is to go hogwild on supporting them so that you transition to a Religious Aristocracy of some sort. If you want to maintain secular Pareem, then you're going to need to carefully feed and starve the Holy Orders in a controlled manner so you don't simply disassemble them all at once. If you simply take every minus RA option without thought, that's liable to break something in the Holy Orders.

What would the other choices have given us in terms of bonuses? I'm guessing the Shore option would've made us more like the Pearl Divers, in that we would be aquatically focused. While the Land option seems like it would've made us more like the Island Makers. I'm not entirely sure what bonuses the taking from Other Tribes option would've given us, especially considering how good we are at that already, but I am guessing it would've made us more like South Lake was, right?

Shore is Pearl Divers.

Land is Island Makers.

Other Tribes was Peace Seekers (if you settled on a trading focus) or South Lake (if you settled on a raiding focus).

Like Boats or do you mean roads and wheels?

Boats. Before the adoption of railroads, transporting something by boat is literally 100+ times cheaper than moving it by land. Even in the modern day, moving things by boat is still the cheapest option to do bulk transport.

Not necessarily. What we see is that they all believe in the same common base values and theology, but they interpret it differently. Think the difference between a medieval knightly order focused on protecting the faithful via force of arms, the priests ministering to the faithful to provide them spiritual services and watch them such that they do not stray into sin and the monks focused on scribing copies of the Bible and trying to find secrets of the universe encoded within.

The priest would find the knight verging upon the edge of sin as they kill in God's name, the monks might find that the priests are indulging too much in materialism rather than studying the Word of God, and the knight might find the monks hopelessly out of touch with the world God intended, but they all serve the same belief system.

The important part here is that their differences are non-doctrinal.
E.g. they all agree that the elites should be marked out so that their superiority can be seen.
-The Ember Eyes favor luxuries, since time immemorial they were involved in the production of gemstones, lime, brick, and sugar, so it is natural for them to denote status and achievements through ornamentation. From their perspective scars are most often a sign of mistakes, and the Ember Eyes trade is...not very tolerant of mistakes when working with high temperature kilns and caustic reagents.

-The Frost Scarred have their most defining quality being the scars they bear from ritual frostbite. As with most such initiation rituals, as the environment grows more accomodating they're going to slowly move away from functional scarification(loss of extermities, while a great test of devotion, do actually impair functionality) towards tattoos and symbolic scarification.

-The Fangs by contrast emulate the wolves they tame, and thus denote status through the prosperity of their community. I'd wager this is the root cause of the corruption scandal, the higher status Fangs were likely feeding the extra food allocation to their dogs to maintain a higher status symbol, and they didn't really think much of it.

In all of them, the elites are marked for those within their number to know, while the outsiders can only guess, and the other Holy Orders are going to be doing their professional rivalry thing.

This is quite insightful.

The only thing that is different was that the Fangs weren't stealing food solely for their dogs. They were stealing food to support the Holy Order's size in general. They were recruiting more members than they were actually able to support.

A more pressing consideration is whether we want to collapse the island makers or not. We have a peaceful relationship with them now. We have no guarantees that this will remain true with who ever replaces them.

It's almost certain that if the Island Makers collapse, whoever replaces them will be a lot more hostile. The three most likely in order of power are: the Bitter-Water tribe, the Bond Breakers, and the Hardfoot. All three of those groups are significantly more militarized than the Island Makers.
 
The Beasts are more significant to them. The Fangs are rumored to sunder their souls and split them between one human and then a pack of wolves.
I wonder if we've actively discouraged other civilizations from taming animals due to it being associated with 'witchcraft' or whatever by us. I'm also becoming increasingly convinced letting the Ember Eyes go proselytizing with no control is a bad idea.
 
It's almost certain that if the Island Makers collapse, whoever replaces them will be a lot more hostile. The three most likely in order of power are: the Bitter-Water tribe, the Bond Breakers, and the Hardfoot. All three of those groups are significantly more militarized than the Island Makers.
Still not sure why some people want them to collapse.
 
I just realized how much I dig the duality in some of our holy orders, like Ember Eyes and Frost Scarred being fire and ice, the Fangs and the Horned Riders being predator and prey, hopefully our next holy order, *cough*Orkers!*cough*, will represent the earth to contrast the Star Shamen and their study of the sky.
 
Everyone believes in essentially the same doctrine, they just differ on how to express it. This could create a religious fracture later on once the need for ideological purity evolves, but not right now.

The other part of it is now that your civilization has increasingly localized, the Holy Orders step on each others toes less and less. Each Holy Order has their own settlement, so they can do things their own way. When they're in a different settlement, they have to act as a respectful visitor since they are heavily outnumbered.

How do the Star Shaman and Horned Riders fit into this paradigm?

I mean for the Horned Riders, I doubt they arose from the same value system we currently possess, so I'm curious how they fit into this situation considering they will likely have to adapt to fit into our values.

As for the Star Shaman, I'm somewhat curious as to how they will interpret our values considering how different they are, especially as it looks like they don't really have another Holy Order to play off their duality.

The Northlanders would've stayed mostly nomadic, but they would've eventually founded a single, great city as the center of their civilization. They would've grown rich off of trade, taking ivory, ice, and meteoric iron from the north and trading it down south. In exchange, they would've benefited from your southern goods: pottery, sugar, herbs, etc. They would've extended their reach to the east, establishing a foothold on the coast so that they could act as a middleman for the not-Pearl Diver civilizations in the maritimes, sucking in enormous amounts of fish from the not!Grand Banks. They would've taken salt and preserved fish and then brought that to where it was an exotic good in the west.

The Northlanders would have eventually fractured for one of three reasons: a southern power successfully knocks them over for their trade power, a northern horde of nomads descends on them and destroys them, or they discover something about the western edge of their territory that would've caused a sharp divergence in their lifestyle.

Culturally, the Northlanders would've leaned more and more heavily on their Religious Autocracy government style. Everything they trade would be for the aggrandizement of their central city and the shaman who rules it. If you didn't trade on their terms, they would simply take what they needed. They were on the route of developing God-Kings akin to some of the earliest city-states in the Fertile Crescent.

A few questions. Can we still get said ice and meteoric iron from the north?

Is this northern horde of nomads simply a prediction or is there in actuality a horde of nomads lurking to the north that we aren't aware of?

I'm also now curious about as to what is west that could cause them to diverge and fracture so much that it ranks up there with invaders from the north or south.

Yes.

Whenever you're in a crisis, you're in a state of superposition. The rules are breaking down and your civilization is getting fuzzy. Different government, economic, and social types start to hybridize into an unstable, intermediate version. From this unstable intermediate, you can collapse the superposition to a lower energy, more stable government, social, or economic type.

There's always a path of least resistance in this controlled superposition collapse, but there are multiple options. A situation like this is essentially like an unbalanced table, your're trying to make your decisions in such a way that the table becomes overloaded and collapses in a way that you want.

This sounds like you're describing the transition state for a molecule in chemistry, with us being the molecule currently undergoing a chemical reaction.

Anyways, does having heroes in this situation, especially a mystic hero, help in regards to the accessibility and possibility of which state we can end up in? As I gather with our previously high stability, we have a much bigger buffer than we would've had at a lower state.


This is a rub.

Your crisis is currently that the Holy Orders have gotten too big for the bridges. If you keep feeding them power, eventually you reform into a Shamanistic Aristocracy. If you keep bashing the Holy Orders and reducing their powers, it's likely to break something as you reassert secular control.

The easy answer to this, if you want to keep Holy Orders, is to go hogwild on supporting them so that you transition to a Religious Aristocracy of some sort. If you want to maintain secular Pareem, then you're going to need to carefully feed and starve the Holy Orders in a controlled manner so you don't simply disassemble them all at once. If you simply take every minus RA option without thought, that's liable to break something in the Holy Orders.

It seems like that final option you mention, of feeding and starving the Holy Orders in a controlled manner, is what we're currently doing considering out options right now. I guess we should take a more careful tact for next turn to ensure we can maintain what we currently have as I like having Holy Orders and Pareem.

Shore is Pearl Divers.

Land is Island Makers.

Other Tribes was Peace Seekers (if you settled on a trading focus) or South Lake (if you settled on a raiding focus).

Would the Northlands have been the other examples of Beasts?

Boats. Before the adoption of railroads, transporting something by boat is literally 100+ times cheaper than moving it by land. Even in the modern day, moving things by boat is still the cheapest option to do bulk transport.

We can't really do much with boats right now, though, right? Due to how our rivers aren't that well suited for larger boats, with us needing to be able to construct canals to make travel easier for them, as I remember you saying.

It's almost certain that if the Island Makers collapse, whoever replaces them will be a lot more hostile. The three most likely in order of power are: the Bitter-Water tribe, the Bond Breakers, and the Hardfoot. All three of those groups are significantly more militarized than the Island Makers.

Just a quick question, is it even likely that us continuing to preach to the Island Makers will even cause them to fracture? It doesn't sound like they're at war with anyone currently, so I hope they and we can ride this out.

Edit: Also, Happy Thanksgiving!
 
The Beasts are more significant to them. The Fangs are rumoured to sunder their souls and split them between one human and then a pack of wolves.

The major thing is: most of your neighbours don't consider the Hills to be that impressive. The Peace Builders and Island Makers are both capable of doing that megaproject. The Pearl Divers don't really care about it; to them salterns and docks are more important. The Soft Eyes and Stoutheart feel your hills are cute; their mountains are much bigger.
Ah, so cultural translation issue since multiple people around here have SOME kind of earthmoving construction megaproject of their own(Peace Builders, Island Makers and Pearl Divers), with the exceptions of the former Northlands(who probably would consider it significant), and the Mountain Clans(who sound like they have a different fork of the natural wonder value that we have?).

If the Northlands survived they might call us the Mound Builders, since they understand the whole twin soul thing with their own lifebonded caribou.
The Temples are very impressive, but a lot of the difference between a Temple and Shrine is actually social or service based. The way the religious buildings work is:

Holy Place: An area is recognized to have spiritual significance.
Shrine: An area with spiritual significance has buildings constructed to enhance that spiritual significance. This is typically one large and impressive building.
Temple: Shaman and other religious leaders are attracted to the constructed buildings and begin offering spiritual and magical services.
Monasteries: Dedicated legions of holy men who exclusively dedicate themselves to study and religious/magical contemplation.
Cathedral: A nexus of power.

The gap between Shrine and Temple isn't something that can simply be seen. If you removed all the people, the difference between a Shrine and Temple is that a Temple has more outbuildings to support more people. The most impressive shrine could actually look better than a poor temple.

Your Temples are quite impressive, but outsiders don't understand how to grasp they're that much better.
Hmm...sounds like this is something that higher connectivity would change. Its just too hard to get to our great temples at present...or I suppose the preaching Ember Eyes(would they eventually split off to a Firebrand holy order and an alchemist holy order? It doesn't really share the same skillset or even mindset down the road because the meticulous personalities that do well at the fire magics don't tend to make the best preachers) might impress upon them how our awesome priests actually offer magical services to those who need it.
The Frost-Scarred don't have cauterization down yet. They have found that exposing a freezing person to high heat is actually very bad for their health; someone with frostbite or exposure needs to warm up slowly. As such, they disdain the use of fire to close wounds, assuming it will just weaken the person it's applied to. The Ember-Eyes are much more likely to pick up cauterization on their own.
Interesting. Sounds like friction bait in the future.
The Fangs would basically promise 100 sacks of food to the local council, but actually only put in 95 and those 95 sacks were only 80% full. It was simple corruption skimming off the top. Your records simply weren't good enough to catch the growing black hole of resources before it triggered a crisis.
Ah, and even when caught, until it caused starvation, it's going to sound a lot like a simple lack of standard measures. I suppose having an admin hero at this time would be good for that sort of innovation.


Hey, you throw logs in the river all the time since it makes getting them back to your settlements easier. It's often the goal for them to end up there.

The real answer is Arrow Lake, however. They were 3/3 for trails so you're getting drips from having a province with full trails.
Cool. Probably should work on that, but things always on fire...still with the Clay hole sort of stabilized we can work on the roads.
The Northlanders would've stayed mostly nomadic, but they would've eventually founded a single, great city as the center of their civilization. They would've grown rich off of trade, taking ivory, ice, and meteoric iron from the north and trading it down south. In exchange, they would've benefited from your southern goods: pottery, sugar, herbs, etc. They would've extended their reach to the east, establishing a foothold on the coast so that they could act as a middleman for the not-Pearl Diver civilizations in the maritimes, sucking in enormous amounts of fish from the not!Grand Banks. They would've taken salt and preserved fish and then brought that to where it was an exotic good in the west.

The Northlanders would have eventually fractured for one of three reasons: a southern power successfully knocks them over for their trade power, a northern horde of nomads descends on them and destroys them, or they discover something about the western edge of their territory that would've caused a sharp divergence in their lifestyle.

Culturally, the Northlanders would've leaned more and more heavily on their Religious Autocracy government style. Everything they trade would be for the aggrandizement of their central city and the shaman who rules it. If you didn't trade on their terms, they would simply take what they needed. They were on the route of developing God-Kings akin to some of the earliest city-states in the Fertile Crescent.
That sounds a lot like they would not have liked our temple on a natural wonder at all. Their religious autocracy government would lose legitimacy simply from it existing independent of their approach.

This is a rub.

Your crisis is currently that the Holy Orders have gotten too big for the bridges. If you keep feeding them power, eventually you reform into a Shamanistic Aristocracy. If you keep bashing the Holy Orders and reducing their powers, it's likely to break something as you reassert secular control.

The easy answer to this, if you want to keep Holy Orders, is to go hogwild on supporting them so that you transition to a Religious Aristocracy of some sort. If you want to maintain secular Pareem, then you're going to need to carefully feed and starve the Holy Orders in a controlled manner so you don't simply disassemble them all at once. If you simply take every minus RA option without thought, that's liable to break something in the Holy Orders.
Though from the sound of it we might wind up with a Shamanistic Aristocracy anyways.
This is quite insightful.

The only thing that is different was that the Fangs weren't stealing food solely for their dogs. They were stealing food to support the Holy Order's size in general. They were recruiting more members than they were actually able to support.
Hmm, they're hunters too right?
I guess they're exceeding the hunting capacity of the land near them in order to overindulge in their Familism values? Sort of like how the Ember Eyes are probably overindulging in the bling.
How do the Star Shaman and Horned Riders fit into this paradigm?

I mean for the Horned Riders, I doubt they arose from the same value system we currently possess, so I'm curious how they fit into this situation considering they will likely have to adapt to fit into our values.

As for the Star Shaman, I'm somewhat curious as to how they will interpret our values considering how different they are, especially as it looks like they don't really have another Holy Order to play off their duality.
Horned Riders likely are Elitism+Familialism based, as they are similar to the Fangs in that they value the bond between man and animal, but unlike the Fangs, one man bonds to one caribou for life, encouraginging elitist statuses.

Star Shaman sounds like they're basing their identity off Mastery of Nature+Ordeals. They are based around the most powerful natural wonder of the area and dedicate everything to that. They, like the Frost-scarred, have an initiation thats Ordeals based(albeit more spiritual than the Frost Scarred physical one), you are locked up in the pit of hell to come out either enlightened or broken.
A few questions. Can we still get said ice and meteoric iron from the north?

Is this northern horde of nomads simply a prediction or is there in actuality a horde of nomads lurking to the north that we aren't aware of?

I'm also now curious about as to what is west that could cause them to diverge and fracture so much that it ranks up there with invaders from the north or south.
1) Nothing stops us from doing so. We probably need to Explore Northward to reestablish contact with the nomadic trade networks however.
2) Nomads tend to form hordes in time of crisis. Its simply part of the nomad ecological cycle. A generation of unusual prosperity leads to hordes forming when the weather turns and they get much more aggressive in hitting the richer lands for resources and status.
3) Check the maps? Whats to the western side of Canada?
This sounds like you're describing the transition state for a molecule in chemistry, with us being the molecule currently undergoing a chemical reaction.

Anyways, does having heroes in this situation, especially a mystic hero, help in regards to the accessibility and possibility of which state we can end up in? As I gather with our previously high stability, we have a much bigger buffer than we would've had at a lower state.
Probably makes shooting for more difficult states(like the gradual shredding of Holy Order authorities) easier and less likely to explode in a middle step.


Incidentally @Redium can you use spoiler blocks or article blocks for the civ sheet lists of values? Large quotes are very hard to interact with on mobile and you can't even quote the text out for reference purposes anymore.
 
1) Nothing stops us from doing so. We probably need to Explore Northward to reestablish contact with the nomadic trade networks however.
2) Nomads tend to form hordes in time of crisis. Its simply part of the nomad ecological cycle. A generation of unusual prosperity leads to hordes forming when the weather turns and they get much more aggressive in hitting the richer lands for resources and status.
3) Check the maps? Whats to the western side of Canada?

1. That's true, though I don't think we'll have any reason to explore northwards anytime soon seeing how we don't really need iron right now, nor ice for that matter.

2. So...should we conceive of a Great Wall or something to save us from the eventual nomad hordes? Considering that North America doesn't really have horses, not like Eurasia does in any case, I think we can at least be somewhat safe from those types of mobile hordes, as I don't think every one of them will tame caribou like the Northlanders did.

3. My best guess on this are either the Canadian Prairies and Plains or the mountain chain and volcanoes to the far west, aside from that I have no idea.

Probably makes shooting for more difficult states(like the gradual shredding of Holy Order authorities) easier and less likely to explode in a middle step.

What exactly are we aiming for right now anyway? Because while I think we're aiming for keeping the Aristocratic State we have now, I don't know if everyone agrees with that or if we have any collective idea of what we want out of this transition state aside from not fracturing.
 
1. That's true, though I don't think we'll have any reason to explore northwards anytime soon seeing how we don't really need iron right now, nor ice for that matter.

2. So...should we conceive of a Great Wall or something to save us from the eventual nomad hordes? Considering that North America doesn't really have horses, not like Eurasia does in any case, I think we can at least be somewhat safe from those types of mobile hordes, as I don't think every one of them will tame caribou like the Northlanders did.

3. My best guess on this are either the Canadian Prairies and Plains or the mountain chain and volcanoes to the far west, aside from that I have no idea.
1) Meteoric iron would be extremely valuable ritually, and particularly in the pre or early bronze age if you could get enough it makes a pretty good piece of legitimacy conferring panoply.

2) Nomad hordes are primarily migratory tribes. We can probably expect SOME kind of cavalry if any of the Horned Rider tradition survived, its just too effective up in the cold plains and tundra. We probably won't need more than our Hill and Wall combination to see them off, though our farms will be wrecked up a bit. However unlike the eurasian steppes, the nomads here just plain aren't numerous enough to be the same kind of civ ending threat once we are solidly in the bronze age.

3) Probably metalworking/mining then.
What exactly are we aiming for right now anyway? Because while I think we're aiming for keeping the Aristocratic State we have now, I don't know if everyone agrees with that or if we have any collective idea of what we want out of this transition state aside from not fracturing.
Mainly not breaking the holy orders, not fracturing. I don't think any of us are opposed to a shamanistic Pareem per se, but I'm not sure how much of a gradient we have there.
 
1) Meteoric iron would be extremely valuable ritually, and particularly in the pre or early bronze age if you could get enough it makes a pretty good piece of legitimacy conferring panoply.

How exactly would we identify meteoric iron though as being meteoric? As it seems like it would require rather extraordinary luck in order to see a meteor come down and then discover the meteoric iron.

2) Nomad hordes are primarily migratory tribes. We can probably expect SOME kind of cavalry if any of the Horned Rider tradition survived, its just too effective up in the cold plains and tundra. We probably won't need more than our Hill and Wall combination to see them off, though our farms will be wrecked up a bit. However unlike the eurasian steppes, the nomads here just plain aren't numerous enough to be the same kind of civ ending threat once we are solidly in the bronze age.

While I don't think nomads will be particularly problematic for us right now or in the near future, I don't think we can totally rely on ancient population estimates for the Americas, as for all we know the nomads here could potentially develop and explode in population through their own independent development. So while right now I think our hills and walls combination works, I don't know if that will be true over a longer span of time.

3) Probably metalworking/mining then.

I mean, I'm not the best expert on Canadian geography, nor do I know how far the QM meant when he referenced further west, so unless he reveals anything, your guess is as good as mine.

Mainly not breaking the holy orders, not fracturing. I don't think any of us are opposed to a shamanistic Pareem per se, but I'm not sure how much of a gradient we have there.

I mean, I personally would prefer secular Pareem, as that would likely work better for us, but if the choice is between a shamanistic aristocracy or losing a Holy Order in order to maintain our secular aristocracy, I'd rather we take the former than the latter.
 
How exactly would we identify meteoric iron though as being meteoric? As it seems like it would require rather extraordinary luck in order to see a meteor come down and then discover the meteoric iron.
Meteoric iron has a distinctive stress pattern on it from reentry that survives being worked unless melted down. You can google it, the peculiar formation processes makes it sort of sparkle when polished.
Most of the time stable production of meteoric iron works in colder climes because of the less active environment making finding meteoric iron boulders easy as theres less vegetation to conceal impact signs and bury the meteorites, while actually harvesting the meteor(some of which can be quite massive) very slow. You could mine a large one for generations, when working with stone age tools.

Mostly because it takes a lot of banging and a lot of replaced tools to break off segments.
While I don't think nomads will be particularly problematic for us right now or in the near future, I don't think we can totally rely on ancient population estimates for the Americas, as for all we know the nomads here could potentially develop and explode in population through their own independent development. So while right now I think our hills and walls combination works, I don't know if that will be true over a longer span of time.
Biome issues. Nomad tribes usually form a persistent presence on land which are too inhospitable for them to actually make the transition to agriculture and live, rather than hunting and herding. The maximum number of nomads that can exist is a direct formula of land area. This is why the Asiantic nomad hordes were civilization enders, the area they roam is simply so much larger, and the mounted nomads so mobile that getting their ass in gear can roll basically anyone on weight of numbers.

Unless its geographically much larger than real life, it can't do that.
 
Meteoric iron has a distinctive stress pattern on it from reentry that survives being worked unless melted down. You can google it, the peculiar formation processes makes it sort of sparkle when polished.
Most of the time stable production of meteoric iron works in colder climes because of the less active environment making finding meteoric iron boulders easy as theres less vegetation to conceal impact signs and bury the meteorites, while actually harvesting the meteor(some of which can be quite massive) very slow. You could mine a large one for generations, when working with stone age tools.

Mostly because it takes a lot of banging and a lot of replaced tools to break off segments.

So essentially meteoric iron and the impact crater around it is distinctive enough for it to be immediately obvious to anyone, even the People, even without said meta knowledge?

Fair, but I don't think it's something we need to particularly worry about unless that is what we just recently found with our explore action.

Biome issues. Nomad tribes usually form a persistent presence on land which are too inhospitable for them to actually make the transition to agriculture and live, rather than hunting and herding. The maximum number of nomads that can exist is a direct formula of land area. This is why the Asiantic nomad hordes were civilization enders, the area they roam is simply so much larger, and the mounted nomads so mobile that getting their ass in gear can roll basically anyone on weight of numbers.

Unless its geographically much larger than real life, it can't do that.

The Canadian Prairie and the Great Plains as a whole are pretty large, so considering how divergent history can be I don't think we can discount another nomad horse arising from it now that there are potentially rideable animals aside from horses that can be used in the wide open plains of North America, something they didn't really have historically.
 
So essentially meteoric iron and the impact crater around it is distinctive enough for it to be immediately obvious to anyone, even the People, even without said meta knowledge?

Fair, but I don't think it's something we need to particularly worry about unless that is what we just recently found with our explore action.
You need to be fairly far north. It takes permafrost.
Further south most small meteors are buried within the year by undergrowth, and even the large ones don't really stay exposed for long. But in permafrost? You know if when you run across it. Takes a lot of searching, but easy to identify.

The Canadian Prairie and the Great Plains as a whole are pretty large, so considering how divergent history can be I don't think we can discount another nomad horse arising from it now that there are potentially rideable animals aside from horses that can be used in the wide open plains of North America, something they didn't really have historically.
They are indeed large, but note that I'm comparing them against the eurasian steppes here....think of the size differential, and factor in the amount of the land which is too cold/rocky versus the Eurasian Steppe's rich soil with too little rain.
 
You need to be fairly far north. It takes permafrost.
Further south most small meteors are buried within the year by undergrowth, and even the large ones don't really stay exposed for long. But in permafrost? You know if when you run across it. Takes a lot of searching, but easy to identify.

As interesting as meteoric iron sounds, I think I'll pass on it for now since it seems like we would only get ceremonial or ritual use out of it compared to things we might need and can immediately use, such as more clay.

They are indeed large, but note that I'm comparing them against the eurasian steppes here....think of the size differential, and factor in the amount of the land which is too cold/rocky versus the Eurasian Steppe's rich soil with too little rain.

Fair enough, I am just leery of discounting nomads in general when they tend to have a history of surprising people, the surprise usually not a pleasant one.
 
Jeree knows, or at least has a very good idea, about each Order's mysteries.
How did he, as someone who grew up outside of our society, manage to obtain such mystery knowledge? Is he prestigious and respected enough that the other Holy Orders just showed him stuff when he was interested, or were more subtle means involved?
You have great relations with the Soft Eyes, cordial relationships with the Stoutheart and no relationship with the Hard Foot.
I was asking more about what the internal relations between those three tribes look like.
When the People purchase a slave, that slave becomes a Debtor with their debt being equal to their price of purchase. They then follow the same rules that a normal Debtor would when it comes to paying off debt.
Huh. Interesting. It will give us a very weird incentive in the future where expensive slaves will be much more valuable than cheap ones, not just due to whatever skills and qualities they have that make them so expensive but because it will be more socially acceptable to keep them for long if they cost more. It also means that a slave in the know would try to keep their own price down by seeking unattractive, as long as they are still worth being bought by us, since it could be the fastest way to freedom. And that slaver tribes will be able to negotiate above average prices since the price itself is a positive quality to some extent.
Somebody eventually recognized that the ravens were crafty buggers.
Since a lot of our formal breeding has been traditionally done by Holy Orders (but not all, like orkers for instance) does it look like this practice will start in an existing Holy Order or outside of it?
They were recruiting more members than they were actually able to support.
The Holy Orders are responsible for feeding their own members? Do they function like a massive clan each then?
In general I'm a bit confused on how the daily social life of a member of a Holy Order works exactly. You already said that they are allowed to marry freely and keep their previous familial ties. But they also get recruited at a young age from various settlements and (presumably) relocate to the settlement where their Holy Order is based at after recruitment. And while traditional warriors join a warrior clan by getting adopted or by marrying in to it and joining their wife's family (I think), most martial Holy Orders are male dominated. So what exactly happens when Holy Order members get married? Do they belong to their spouse's clan while still fully participating in the Order as their 'profession'? Or do they live with their Order brothers, with spouses and future children essentially becoming periferal Order members?

Speaking of marriage, is Male Exogamy still something that mostly applies to warriors or have non-warrior professions also have adopted it by now?

Lastly, what do the Fangs do professionally in peace times other than breeding and training dogs and giving mystic aid to their parishioners? Do they still go hunting enough to be considered food producers as well? Do they actually participate in and/or lead large scale herding activities full time? Or do they more like gift/sell/lease their dogs to hunters and herders to use?
 
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