From Stone to the Stars

[ ] [Work] Entrust command of resources and labour to the Big Man.
[ ] [Work] Entrust a tithe of all resources to the Big Man to use as he sees fit.
[ ] [Work] Entrusted their old ways and pushed through the pain. (-1 Stability)

Right, there are only two options here with which to proceed, and both have been considered by Kaspar already.

Things, then, had to change if he wanted to see his objective complete. He had needed to secure more control or more incentives. If he had the former, he could make the project work by controlling when and where food was gathered, who was assigned to digging, who moved the earth, and who was involved in the final assembly. The system was hardly unprecedented, it would merely be an extension of the lives that the People lived during the winter. Where he was undisputed. The exact nuance could change, but the end result would be the same.

On the other hand, he could arrange for a path where he merely controlled incentives. Instead of commanding the People directly, he could convince them to give up a portion of the harvests and gatherings indefinitely. Those could then be redistributed at his leisure, focused on tasks that simply needed to be done. The system essentially expanded the remit of the Ember-Eyes. Or, more accurately, the Debtors. Both groups were fed at the insistence of the Big Man. The first was allowed to work as they willed, plying their magic and holy mysteries. The later were simply directed and ordered about. The second plan didn't offer the same control as the first, but it could have its own benefits as well.

The first is rather simple, we concentrate more powers into the office of the Big Man, giving them more control over the lives of the People. My key point of contention with this point is that we don't know how exactly this control will be gained. For Kaspar, by being a Quad Hero he has a variety of methods to enact control over everyone. But for his successors, they will likely have to rely on an organized hierarchy to get their objectives done. Then again, compared to the other option this one is merely an extension of what the People already practice so it will not be too hard to enforce upon them, nor would it likely be too big of a change.

The second example is rather more complex. By controlling incentives we will likely achieve his goal of gaining more control over the People as well. However in the long term I believe that by changing what was once seen as communal property, the food from the harvest, into property that is solely controlled by the Big Man, we will likely cause a change in values and concepts that will likely have consequences later down the line. This change will have to happen eventually if our society wishes to progress, so it might be fortuitous if it occurred now. When it comes to those benefits he speaks of, I think this likely will mean Big Men will be more mercantile about how they conduct themselves rather than simply hoping to use their titles or even strength to beget change and issue orders. In the end I believe out of all the options this one is probably the one I am leaning towards due to the progress of it, though I admit it may also be destabilizing.

[ ] [Megaproject] Upgrade Vale: Wondrous World
[ ] [Megaproject] Rush Builders Legacy
[ ] [Megaproject] Immortalize the moment in song. (Exploding Cultural or Reglious tech rolls, minimum 2)
[ ] [Megaproject] Automatically Complete: The Hill Extended Project at Crystal Lake.
[ ] [Megaproject] Restore confidence in the People's leadership. (+1 Legitimacy, +2 Stab)

When it comes to these options I believe we need to take some more consideration as the options here will have a long term impact if chosen. When it comes to restoring the people's confidence in leadership and getting more stability and legitimacy, we need to take context into consideration here. When it comes to stability it is inherently tied into legitimacy, so if we take this option our stability and legitimacy would increase to 2 for both. However as the QM mentioned before, legitimacy is tied into the Big man himself. Taking into account Kaspar's advanced age I doubt he will survive into the next turn, meaning once he dies a good portion of the stability and legitimacy we gained goes with him as that was tied into him. So while choosing this option offers more short term gain, it is indeed very short.

When it comes to the option for upgrading our Wonderful World value I think that this one is sort of a mystery box. When we take into account the context of how this is even an option, I think we can conjecture that this upgrade will likely improve our value so that it now covers man made wonders as well since we just built one in a sense this turn. Whether it be helping increase the value or bonuses from the finish of our Megaproject wonders or simply helps us in building them, if this is the case for the value I believe this upgrade is a valuable one indeed. Any comments @Redium

When it comes to the builders legacy option and that of the hill extended project I think that without more information we cannot make an informed opinion when voting for those. Can you explain those more @Redium

Finally when it comes to the tech options the advantages from those are obvious, they give us new technology for us to develop and build off of. Taking into account our lack of culture and religion relatively speaking, and when considering that we might be in a low level culture war with the Peace Builders l think any advantage here is one we need, which is why I am leaning towards this for the moment.

[ ] [Stories] Allow them to spread their tales. (Gain Peace Builder religious/social concepts, Value synergies?, Legitimacy loss?)
[ ] [Stories] Obviously the People's Stories are best! (Annual Festival, variable Stability effects)
[ ] [Stories] Forbid these foreign ways! (-1 Stability)
[ ] [Stories] Destroy these foreign heresies! (Raid: Peace Builders)

Personally speaking I think there is only one option here. I like our current set of values and do not want them to change, so the first option is a no, especially as we don't have much legitimacy to spare. We also can't afford more stability hits so that option is out too. Finally I think a raid is out of the question for the me one as we are not sure it will work and secondly we have enough enemies for the moment.

That leaves countering their culture with our own. While we may be somewhat deficient in this getting annual festivals out of this is a boon, and it will help rectify our culture deficiency. The stability effects are a bonus as we know festivals are a way to increase stability, Panem et circenses and all that.

[ ] [Bands] Push these fragments to full absorb themselves into the People (Chance of -1 Stab)
[ ] [Bands] Destroy these fragments entirely (Raid: Inland Hundred Bands)
[ ] [Bands] Open trade and try to promote peaceful relations. (Trade: Inland Hundred Bands)
[ ] [Bands] Play on the hate the Hundred Bands have for South Lake and tilt them in that direction. (???)

For dealing with the remnants of the Hundred Bands I think we should trust Kaspar here, he's been right so far.

While trying to integrate these new fragments sounds nice, I don't think it's worth the potential instability. We're already at 0 stability at the moment and going into the negatives could have dire consequences for little gain. We don't need their technology or values as we seem to have the best of both at the moment, so risking our society for niceties is not something I believe will bear out in the long run.

Raiding them is not worth the effort or potential loss.

Trading while useful in possibly integrating them in the long run doesn't solve our problem in the the near term of they do decide to settle.

That leaves it to Kaspar's option. Right now all of us are in agreement about how much we dislike the South Lake tribe. By sending them their direction and directing their efforts and anger towards them we either weaken the South Lake tribe or better yet the inner tribe surmounts them and takes their place. Either way the remnants will be gone, we will have useful and deniable proxies to do our fighting for us, and we win in either case. Kaspar has been our greatest leader so far, I say we trust him.
 
[X] [Work] Entrust a tithe of all resources to the Big Man to use as he sees fit.
[X] [Megaproject] Immortalize the moment in song. (Exploding Cultural or Reglious tech rolls, minimum 2)
[X] [Stories] Obviously the People's Stories are best! (Annual Festival, variable Stability effects)
[X] [Bands] Play on the hate the Hundred Bands have for South Lake and tilt them in that direction. (???)
 
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[x] [Work] Entrust a tithe of all resources to the Big Man to use as he sees fit.
[x] [Megaproject] Restore confidence in the People's leadership. (+1 Legitimacy, +2 Stab)
[x] [Stories] Allow them to spread their tales. (Gain Peace Builder religious/social concepts, Value synergies?, Legitimacy loss?)
[x] [Bands] Play on the hate the Hundred Bands have for South Lake and tilt them in that direction. (???)
 
[X] [Work] Entrust a tithe of all resources to the Big Man to use as he sees fit.
[X] [Megaproject] Rush Builders Legacy
[X] [Stories] Obviously the People's Stories are best! (Annual Festival, variable Stability effects)
[X] [Bands] Open trade and try to promote peaceful relations. (Trade: Inland Hundred Bands)
 
[ X ] [Work] Entrust a tithe of all resources to the Big Man to use as he sees fit.
[X ] [Megaproject] Rush Builders Legacy
[x ] [Stories] Obviously the People's Stories are best! (Annual Festival, variable Stability effects)
[X ] [Bands] Open trade and try to promote peaceful relations. (Trade: Inland Hundred Bands)
 
[x] [Work] Entrust a tithe of all resources to the Big Man to use as he sees fit.
[x] [Megaproject] Immortalize the moment in song. (Exploding Cultural or Reglious tech rolls, minimum 2)
[x] [Stories] Obviously the People's Stories are best! (Annual Festival, variable Stability effects)
[x] [Bands] Push these fragments to full absorb themselves into the People (Chance of -1 Stab)
 
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[X] [Work] Entrust a tithe of all resources to the Big Man to use as he sees fit.
[X] [Megaproject] Restore confidence in the People's leadership. (+1 Legitimacy, +2 Stab)
[X] [Stories] Obviously the People's Stories are best! (Annual Festival, variable Stability effects)
[X] [Bands] Push these fragments to full absorb themselves into the People (Chance of -1 Stab)
 
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[X] [Megaproject] Immortalize the moment in song. (Exploding Cultural or Reglious tech rolls, minimum 2)

@Redium Do we know what the surrounding tribes have named us? And is there any name trending when we refer to ourselves while communicating closely with foreigners? It appears as if at least the Peace Builders have consciously chosen a name for themselves, and at least since we absorbed the those Hundred Bands refugees there have been people among us that must have said "We are now [insert name here]." to themselves and each other.
 
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[X] [Work] Entrust a tithe of all resources to the Big Man to use as he sees fit.
[X] [Megaproject] Rush Builders Legacy
[X] [Megaproject] Immortalize the moment in song. (Exploding Cultural or Reglious tech rolls, minimum 2)
[X] [Megaproject] Automatically Complete: The Hill Extended Project at Crystal Lake.
[X] [Stories] Obviously the People's Stories are best! (Annual Festival, variable Stability effects)
[X] [Bands] Play on the hate the Hundred Bands have for South Lake and tilt them in that direction. (???)
 
[X] [Work] Entrust a tithe of all resources to the Big Man to use as he sees fit.
[X] [Megaproject] Immortalize the moment in song. (Exploding Cultural or Reglious tech rolls, minimum 2)
[X] [Stories] Obviously the People's Stories are best! (Annual Festival, variable Stability effects)
[X] [Bands] Open trade and try to promote peaceful relations. (Trade: Inland Hundred Bands)
 
Speaking of being lost... the Hundred Bands had returned. A group of the People's traders, bound from Crystal Lake had come across a temporary encampment on the Great River and were astounded when they were greeted in the Hundred Bands' old tongue. Many of that tribe were now members of the People and it wasn't uncommon for traders to speak it. They were a fragment of a fragment, but the group that had escaped to the north had final made their way to the People's lands. Apparently there was a river, long and twisting the crossed numerous lakes, but it eventually emerged out onto the Great River, by the River-Bend.

The Hundred Bands were ragged and few in number, but they had found something of a home within the twisting rivers if the in-lands. This, obviously, created something of a dilemma for the People. Before now, the Great River had been completely uncontested. Now there was someone who could, theoretically, impinge the movement of people and goods along it. The Hundred Bands were clearly incapable of doing so, now. In years? Who knew. There was also a greater concern: what happens if the Hundred Bands sold knowledge of the route to the Island Makers or South Lake. The route they had used to escape had been one that was well known, located at the juncture of the White River and the massive lake to the south. The only reason that it hadn't been discovered earlier was because everyone to the south was too distracted fighting, and no one knew where it ended. Why explore a massive system of rivers when there was no detectable benefit?

The People's feelings on these long lost cousins was difficult. Many of them saw them as blood kin and wanted to offer them protection. Others saw them as twisted mockeries of the People. Paradoxically, among many of the converted Hundred Bands, this belief was strongest. Values had diverged.

Values Synergized: Ordeal + Double Down -> Trial By Fire (Maxed Development)
Tests and trials are a way of life for the People. They separate corns from the husk and the weak from the capable. Those who struggle and overcome the opposition of men and spirits are the ones that the People should look to for guidance. The spirits have put them through the crucible and refined them into something great. Those who prove themselves by overcoming adversity are righteous.
Pros: People are more willing to endure hardship, can spend Stability in order to double down on failed/incomplete actions, increased appreciation for experience
Cons: Increased costs for 'failure', 'I can do it, damn it!'
They had shocked many, for cousins to call for violence against the Hundred Bands.

Kaspar had a different idea. It was well known that the Hundred Bands hated the Island Makers and South Lake. Perhaps, they could be pushed to act on their hate, striking against those down south that had wronged them. It may take some quiet support, but it would go a long way to ensuring the weakness of all tribes down south while allowing the People to grow unmolested.

It wasn't a problem now, but Kaspar's pragmatism had prompted many to try and look for a solution now.

For those people voting to trade with the inland Hundred Bands, please remember the context around them and the objective of this vote. The inland Hundred Bands are a ragged group that is few in number and a remnants of what they once were. Trading with them is hot going to provide us much at all as we already have integrated a group of them into the people. All this is likely going to do is support them and help them grow, which is exactly what Kaspar fears in the future. The Great River is our lifeline, and also or greatest weakness. By allowing them to stay there to grow, they could in time possibly threaten us directly or indirectly, and helping them do so sounds like a foolish idea.

The purpose of this vote here is to figure out a way for us to prevent such a thing from happening. Because if the Island Makers or the South Lake tribe gain knowledge of this route they could attack us through it and cripple us. The inland Hundred Bands are a ticking time bomb right now and if we don't choose to defuse it but instead give it a shorter fuse and greater payload through encouraging it, we are only going to be responsible for our own misery...like the last time people voted for trade and it backfired. Trading is not the end all and be all option for everything.

I would rather we direct this group in a pragmatic fashion rather than let our idealism blind us here...again.
Adhoc vote count started by Japanime on Apr 8, 2018 at 8:29 AM, finished with 25 posts and 19 votes.
 
[X] [Work] Entrust a tithe of all resources to the Big Man to use as he sees fit.
[X] [Megaproject] Immortalize the moment in song. (Exploding Cultural or Reglious tech rolls, minimum 2)
[X] [Stories] Obviously the People's Stories are best! (Annual Festival, variable Stability effects)
[X] [Bands] Push these fragments to full absorb themselves into the People (Chance of -1 Stab)

I hope that the Annual Festival + (Exploding Cultural or Reglious tech rolls will unlock a action to boost stability and by absorbing the fragments we remove a potential competitor and increase our numbers so we can try to settle between hill guard and the fingers.
 
[X] [Work] Entrust a tithe of all resources to the Big Man to use as he sees fit.
[X] [Megaproject] Restore confidence in the People's leadership. (+1 Legitimacy, +2 Stab)
[X] [Stories] Allow them to spread their tales. (Gain Peace Builder religious/social concepts, Value synergies?, Legitimacy loss?)
[X] [Bands] Open trade and try to promote peaceful relations. (Trade: Inland Hundred Bands)

I think this combo would be neat, with resources trusted to the big man, this means big mans are legit rulers of the people with power of resources and people alike. A possible King/Queen Emperor/Empress or whatever.

With the confidence in leadership we are looking at trust in the big man.

Allowing the peace builders free rein to spread religious/social concepts with the effect of the other combo votes could lead to a sort of absorption of them, who may become religious figures among the people in later years.

Opening trade and promote peaceful relations work in the peace builders favor and they may even legitimize the big man, further pushing for a all encompassing big man whose word is law. Without bloodshed. As well as huge amounts of land and territory gained.

Edit: With peaceful trade and relations we are looking at a close ally, Kasper is a product of his time, in conflict and possible dangers lurking behind every tree, he may had overlooked the possible benefit of having them there and helping the hundred bands establish themselves again.

Who knows, they may just integrate with the people if we keep close relations with them.
 
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[X] [Work] Entrust a tithe of all resources to the Big Man to use as he sees fit.
[X] [Megaproject] Upgrade Vale: Wondrous World
[X] [Megaproject] Rush Builders Legacy
[X] [Stories] Obviously the People's Stories are best! (Annual Festival, variable Stability effects)
[X] [Bands] Push these fragments to full absorb themselves into the People (Chance of -1 Stab)
 
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[X] [Work] Entrust a tithe of all resources to the Big Man to use as he sees fit.
[X] [Megaproject] Immortalize the moment in song. (Exploding Cultural or Reglious tech rolls, minimum 2)
[X] [Stories] Obviously the People's Stories are best! (Annual Festival, variable Stability effects)
[X] [Bands] Push these fragments to full absorb themselves into the People (Chance of -1 Stab)

If the Festivals don't go our way, we could end up with -1 Stab, but we sudvived that when the Fingers burned down so I'll go with Japanime's advice on the Bands.
 
The second example is rather more complex. By controlling incentives we will likely achieve his goal of gaining more control over the People as well. However in the long term I believe that by changing what was once seen as communal property, the food from the harvest, into property that is solely controlled by the Big Man, we will likely cause a change in values and concepts that will likely have consequences later down the line. This change will have to happen eventually if our society wishes to progress, so it might be fortuitous if it occurred now. When it comes to those benefits he speaks of, I think this likely will mean Big Men will be more mercantile about how they conduct themselves rather than simply hoping to use their titles or even strength to beget change and issue orders. In the end I believe out of all the options this one is probably the one I am leaning towards due to the progress of it, though I admit it may also be destabilizing.
Well...thats mostly why I want to do it under a quadhero really. No better time eh?
When it comes to the builders legacy option and that of the hill extended project I think that without more information we cannot make an informed opinion when voting for those. Can you explain those more @Redium
We know the Rush Builders Legacy accelerates large constructions(like aqueducts, canals, mottes, major walls, etc) so they take less actions to finish, though it increases the cost per action to match in PoC.

The Hill is a Motte, which is to say you build hills to build walls on, which is an order of magnitude harder to assault, even with siege engines, because you can't use a battering ram with any force if you have to charge uphill. However we can manually build the Hill easily enough.
 
[x] [Work] Entrust a tithe of all resources to the Big Man to use as he sees fit.
[x] [Megaproject] Immortalize the moment in song. (Exploding Cultural or Reglious tech rolls, minimum 2)
[x] [Stories] Obviously the People's Stories are best! (Annual Festival, variable Stability effects)
[x] [Bands] Push these fragments to full absorb themselves into the People (Chance of -1 Stab)

I actually like this set of actions as culturally we have two problems with the Peace Builders and the Hundred Band survivors, and this seems like it should solve both of those problems. The cultural and religious tech should help define ourselves better and should aid in integration particularly with the festival, which should be helpful when combined with pushing to adsorb the Hundred Bands.

For the Work vote I've just gone with communal resources/tax/tribute, as I don't believe that a system that a quad hero could manage could be done effectively without a hero which could lead to issues. Meanwhile the quad hero can for the most part create incentives and tax, and unless things radically change, they should be good regardless of the quality of the hero as the latter would ideally only influence how effective and efficiently those resources are used.
 
[X] [Work] Entrust a tithe of all resources to the Big Man to use as he sees fit.
[X] [Megaproject] Immortalize the moment in song. (Exploding Cultural or Reglious tech rolls, minimum 2)
[X] [Stories] Obviously the People's Stories are best! (Annual Festival, variable Stability effects)
[X] [Bands] Play on the hate the Hundred Bands have for South Lake and tilt them in that direction. (???)
 
[X] [Work] Entrust a tithe of all resources to the Big Man to use as he sees fit.
[X] [Megaproject] Rush Builders Legacy
[X] [Stories] Obviously the People's Stories are best! (Annual Festival, variable Stability effects)
[X] [Bands] Play on the hate the Hundred Bands have for South Lake and tilt them in that direction. (???)
 
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[x] [Work] Entrust a tithe of all resources to the Big Man to use as he sees fit.
[x] [Megaproject] Immortalize the moment in song. (Exploding Cultural or Reglious tech rolls, minimum 2)
[x] [Stories] Obviously the People's Stories are best! (Annual Festival, variable Stability effects)
[x] [Bands] Push these fragments to full absorb themselves into the People (Chance of -1 Stab)
 
[X] [Work] Entrust a tithe of all resources to the Big Man to use as he sees fit.
[X] [Megaproject] Rush Builders Legacy
[X] [Stories] Obviously the People's Stories are best! (Annual Festival, variable Stability effects)
[X] [Bands] Play on the hate the Hundred Bands have for South Lake and tilt them in that direction. (???)
 
Now that I have some free time and am work, I am going to do some analysis and then explain my reasons for why I chose what I did.

Martial: Hunter-Warriors selected by Lot supplemented by trained Holy Orders
Economy: Primarily Hunter-Gatherer, with ongoing primitive agriculture (Tiny Surplus)
Agriculture: Dawn of Agriculture, minimal use
Aquaculture: Immense room for expansion, ongoing use increasing
Herds: Primarily unorganized small-team hunts
Art: High-Quality Functional Tools
Diplomacy: Like obsidian, beautiful but it can cut you

Interesting to see that there have been some changes in these values. While our martial and economy hasn't changed too much. It should be noted that while we have come upon aquaculture through our wild rice harvests, when it comes to agriculture I think it's safe to say that we are not as advanced as the other tribes as we've had repeated mentions of others having full on farms for crops like corn, something to think about at least. When it comes art...well it doesn't seem like we really have a significant art style which probably doesn't help us against cultural foes. Diplomacy is a work in progress, but it's better than where we started, though I honestly think the only reason we have any diplomacy is due to Kaspar, who has helped us with meeting Arrow Lake, the Northern Hinterlands, and now the Peace Builders.

Endurance
Stability: Uncertain (0)
Legitimacy: Listening (1)
Prestige: 16
???

Right...these are still pretty bad at the moment and I would rather not risk them for the moment considering Kaspar is about to bite it.

Crystal Lake: Brick Walls (Significant), Mines (Amethyst, Obsidian, Quartz), Shrine (Crystal Lake), Sugar Shack
Fingers: Brick Walls (Significant), Shrine (Ember-Eye), Sugar Shack, Trade Hub
Hill Guard: Hill Top, Holy Place, Palisade (Minor Walls), Sugar Shack

Interesting to say the least. Never thought that a lake would be a good place to have a mine, but considering some of our most valuable gems come from there I'm not going to complain. The fact that the Fingers is considered a trade hub is a good indicator of things as it's pretty much our de facto capital. Though I'm surprised the Shrine for Crystal Lake isn't labeled as one for the Fangs like the Shrine at the Fingers is for the Ember Eyes. Does that indicate something or do the Fangs need to do more 'magic' for them to get one of their own? Curiously enough however Hill Guard already has become a Holy Place, which I'm sure makes it more significant than just a fortress guarding our rear. Hopefully walls for it go up as well. While the Peace Builders may not be expansionistic or hostile, we have no idea if that's true with their neighbors down south.

The Hill
The People have created an unlikely monolith, a great mound rising from the ground. This hill is unlike everything else found in nature, it is a feature of the world completely man-made. Aside from being an immense defensive advantage, being able to make a well defended hill anywhere they would like, the People have also vastly increased their skills for working with earth. Agriculture, earth moving, or any similar task, or large scale and coordination, benefits from the skills the People developed as long as memory of this momentous event remains.

Really glad we built the Hill. Now we can fully exploit our earth moving skills for agricultural usage, such as perhaps developing irrigation from any farms we make near the river, as well as building earthworks for both defensive and offensive siege capabilities down the line. Obviously to keep the memory of this I hope a Holy Order develops around the shaping of earth.

Trials of Adulthood will define what ordeals need to be overcome before someone can be considered an adult. It's almost like setting a test for citizenship. Adults get to voice their concerns at public gatherings, children do not. Since there aren't really any formalized traditions, it's all over the place. Some people are considered children until they overcome a grievous challenge while others get it simply for being old enough.

It's lack is also exaggerating your cultural drift.

Here's another really big hint guys. If we get another choice for a megaproject, Trials of Adulthood should be chosen as it's making us susceptible to cultural attacks. By defining adulthood, and citizenship in a sense we will likely be able to mold our civilization and our values through this. If we can get on this we should, before the Peace Builders change our conceptions for us.

More that if everyone is going to go to war down south, they'll pull back and let you fight it out. They don't want to get dragged in.

They don't honestly seem that warlike or formidable to be honest. Then again we don't know much about them.


Right...I'll take that as confirmation that they do have a port. After all the last time you replied to me like this, we received a chance to cultural merge traits with the Hundred Bands.

Actually, better than you think. You have lye based soaps and those are used fairly often. They're products of the Ember-Eyes' 'magic' and thus in demand by pretty much everyone because, duh, it's magic. Additionally, part of making pemmican is cutting literally all of the fat off the meat. That's then either rendered into oil for cooking, or given to the Ember-Eyes to turn into soap. Most of the order's 'income' comes from trading soap for fat and foodstuffs. The Ember-Eyes have been pushing soapmaking extremely hard since it's one of the easiest 'magics' for them to make and they do it with 'scraps'. Since you've never really pushed shellfish, it's very hard for them to get lime, their other big magic, in meaningful quantities. This happens to nicely coincide with reality... mostly.

There's also the fact that it's culturally common to swim, daily in most cases, since the People live near water. It beats the heat during summer and is a critical skill to have since it will save your life when a canoe, a boat not noted for stability, overturns. During the winters it's a bit more difficult (the People, though, are big on polar dips), but even then, people try to at least sponge bath every so often.

Considering the location of Hill Guard, I think shellfish might be coming back into our diets at least over there, which may make it easier to get more lime to work with, which is well and good considering lime can be used to make mortar for bigger defenses, which the Hill is supposed to be.

Careful fires controlled by the Ember-Eyes burned down an enormous section of the forest near the bay. The Hill would dominant a small peninsula, inundated with small rivers and flanked by smaller guard islands. It was a good, defensible place from what Kaspar could determine. Additionally, if any wanted to approach Crystal Lake by canoe, they would have to do it under direct fire from Hill Guard.

Controlled fires? That's interesting. Is this something we could exploit to say...create a forest fire to burn out our enemies?

Either way, this is a huge tool for us in both warfare as well as agriculture and engineering.

People's Hill itself was taller than almost any tree and perfection in form. Like the dome of the sky, it was perfectly circular, even to the most discerning eye. Sculpted perfectly flat, a light dusting of unmarred green grass grew thickly over the top of the hill. Already, Kaspar could see where some of the People subtly marked out spaces on which to build homes. The Hill was big enough that hundreds could live there within longhouses and more could be housed in an emergency.

So it seems like this settlement has yet to take off fully, but it seems in a short time it probably will. I wonder if this counts as creating a planned settlement...

Things, then, had to change if he wanted to see his objective complete. He had needed to secure more control or more incentives. If he had the former, he could make the project work by controlling when and where food was gathered, who was assigned to digging, who moved the earth, and who was involved in the final assembly. The system was hardly unprecedented, it would merely be an extension of the lives that the People lived during the winter. Where he was undisputed. The exact nuance could change, but the end result would be the same.

On the other hand, he could arrange for a path where he merely controlled incentives. Instead of commanding the People directly, he could convince them to give up a portion of the harvests and gatherings indefinitely. Those could then be redistributed at his leisure, focused on tasks that simply needed to be done. The system essentially expanded the remit of the Ember-Eyes. Or, more accurately, the Debtors. Both groups were fed at the insistence of the Big Man. The first was allowed to work as they willed, plying their magic and holy mysteries. The later were simply directed and ordered about. The second plan didn't offer the same control as the first, but it could have its own benefits as well.

As I've said before, out of the two options. The latter option seems to be more likely to lead to more progress. Handing over a small tithe of the harvest to the Big Man is a small step on the pathway towards the idea of personal ownership, and later something like a palace economy where a centralized palace controls the entire economy through controlling the distribution of resources. Hopefully the knock on effects from this don't torpedo our stability, as it seems like people always want to gamble with it for some reason.


Polite and well meaning, Kaspar had not failed to realize that all of them carried rather large clubs, despite their ostensibly peaceful purpose.

Hint hint, the Peace Builders may be pacifists, but it doesn't look like attacking them will be an easy task. The fact that they've managed to survive despite their naivete and with aggressive opponents should say something about them.

The Peace Seekers had two major shrines located within their camp; The first, to please the spirits of the air and a second to reason with the spirits of the waters. They had shamans there, akin to the Ember-Eyes, that told stories, parables and numerous tales. Compared to the Peace Seekers, the Barrow Builders were lacking in spiritual teachings, stories and magical knowledge; they had focused far more on war and on defense.

Somewhat curious as to what their spirits of air actually do. The spirits of water likely help with their efforts in the bay.

The part about the Barrow Builders seems like an important thing we should take note of as it seems to be a cautionary tale for us considering how similar we were to the Barrow Builders, and look how they ended up.

As a result, when the Barrow Builders sent their children to the Peace Seeker to keep them safe, they had a habit of adopting Peace Seeker thoughts, ideas, and even spirits.

Yeah, I wonder if this was simply a mistake by the Barrow Builders or a direct result of intrigue by the Peace Seekers. Either way the results are clear.

Theirs was a culture that had spurned frivolities and now found themselves drowning under swelling tides. New stories joined the Peace Seekers' collections, spirits that were pleasing to the Barrow Builders; the four winds guiding arrows in flight on the hunt, tranquil waters that became the tempest when provoked. Slowly, over generations, the Peace Seekers' stories sunk into the minds of the Barrow Builders and caused them to take up different values. Instead of fighting for land, the Barrow Builders fought to make peace. After a lifetime of effort, the Barrow Builders changed their name. Their totem, their collective soul, had changed.

I'm surprised the Barrow Builders didn't fight more to preserve their values. Then again, considering how the Barrow Builders originally started out as an outcast band from the South, it must've been enticing to them to have something more to fight for than just land.

Cautious, but optimistic, the Peace Builders had slowly encouraged peace among the factitious tribes of the southwestern peninsula. They had sat peacefully and sung their songs, offering food and stories to those that choose to break bread with them.

It had not worked out.

No surprise there. Their idealism and values were not backed up by enough strength, should be a reminder to us that the same is also true as there is always a bigger fish.

Sorrily wounded, the Peace Builders had been forced to pull back, ceding farmland to the tribes with which they fought. Peace, it seemed, was not something that could last long in the dangerous lands of the southwest. This initial setback and slowed their expansion while they consolidated the holdings that remained. That's why they had taken so long in order to reconnect with the People. They had gotten over-eager, intoxicated on their initial success in their joining and thought to replicate it across the world.

The key sentence here is at the end. They seek to replicate their integration with the rest of the world as well. I don't know if that has changed, but from later evidence it seems what they are doing, they are doing purposefully. Obviously, as I value our values, we should not let them do to us what they did to the Barrow Builders as that clearly cost them.

When one of their patrols of canoes had finally stumbled on the People putting the finishing touches on Hill Guard, they had been curious, very cautious, but then ecstatic. Some among them had remembered old tales of members of the Peace Seeker tribe being sent to spread stories and culture among a strange but powerful people to the north. That wasn't quite what many of the People's elders remembered hearing of the situation, but it was something that the People seized on in an effort to prevent further conflict.

Glad to hear they think we're powerful. We're pretty sure our contact with them did not go the way they are saying, but then again, it's likely better than the truth, especially facts such as how they once used us to fight against the Barrow Builders, who have become assimilated to their values in a way. That would likely be uncomfortable to them.

Within a few years, the Peace Builders had rapidly increased contact between themselves and the burgeoning settlement at Hill Guard. They appreciated the People's gems and their sugar. Obsidian was something they took as well, but they prized it more for its black luster than its prismatic, killing edge. In return, the Peace Builders offered dyes of red, yellow, and brown as well as numerous medicines. The later were derived from plants and seemed to cover every ailment under the sun. Sickness of the bowels, shortness of breath, even bleeding wounds; there was a tea or a salve for everything. Combined with the People's wintergreen, which treated pain of the body and the chest, the People quickly enjoyed a small renaissance of comfort. Everyone from children, to warriors, to birthing mothers could find something to make their lives better.

I'm curious how they came upon this many medicinal plants? Is it due to their specific geography, from their past down south, or simply something different? Either way I hope we one day acquire this knowledge for ourselves as they benefits are obvious.

The Peace Builders were more than willing to accommodate the People's awakening desire for medicines and offered to quickly increase the frequency of their trade caravans. With those caravans, came the Skalds. They were a frequent sight on the trade missions undertaken by the Peace Builders. Keen wordsmiths, their ability to think on their feet and talk quickly saved a fair number of the Peace Builder's caravans from having to remove themselves from poor situations by violence. One of their main roles, after trading was done for the day, was to manage the great cook fires and congregations during the evening meal. In some ways more party than simple meals, and attracted many of the People for the food, festivities, and general sense of merriment.

The Skalds are obviously their shaman, presumably of the air. They seem to likely be a holy order specifically focused on diplomacy, which works for a society like theirs which isn't militarized.

It didn't evade the notice of the new elders of Hill Guard that the Skalds had a tendency to first and most attentively to the People's young adults and their children most of all.

Yeah, considering some of the excerpts from above this seems to be a conscious effort from them. They are deliberately targeting our young adults and children for cultural conversion. I hope they aren't too zealous about this, or this is going to be a pain to deal with.

On the other extreme end of the People's territory, a new tribe came to be known. Calling themselves the Pearl Divers, they were from far to the east, and had settled into a narrows in the White River they had taken to calling the 'Gate'. They came to the Fingers in canoes unlike any the People had ever seen. Instead of a team of three or four, theirs sat twelve. Only eight would paddle, sitting side-by-side, leaving the other four free to move, fight, cook, sing, or navigate as necessary. The amount of cargo that could be carried in a clever compartment hidden beneath the seats of the canoe was immense.

I really want those canoes. It would serve us well both in trading on the rivers itself, as well as in wartime by being able to transport more warriors into battle. Furthermore the increased stability of these larger canoes will likely help us in open water on the bay, or on the ocean if we could develop this further. Hopefully we will learn more about this after observing them some more.

The Pearl Divers primarily used it to move their namesake, Pearls. The small beads of white were extremely pretty, but often small and few in number. They often couldn't even bring a single bucket's worth of pearls to trade. They had another good, salt that they often brought to trade, but that, too, did not come in large amounts. The Pearl Divers had apparently come up with some way to make the stuff like the People could make sugar, but most of what they made was consumed internally. Instead of sugaring their meat, or turning it to pemmican, the Pearl Divers used salt to keep it. Still, with the People's increasing interest and trade in the good, it was likely they would try to increase their production of it to better trade for the People's goods.

I'm curious how they developed salt. Do they perhaps have an inland saltern or salt mine in their territory? I don't know if their geographic location could be used to make an evaporation saltworks but I doubt it. Salt will obviously be very useful in the future, and if we can figure out how they made their salt or got it, then we should. The benefits in wealth and especially preservation of food will be huge for us if we ever create our own supply.

When questioned on the incongruity of their transportation, the Pearl Divers simply shrugged. The waters were calm, here, but back in their home, they were very much not. Storms were much more significant and a smaller canoe could easily be overturned or lost in the swells.

I'm assuming then that the area they live in has more turbulent waters, possibly rapids. That would likely make any attack on them hard.

The Hundred Bands were ragged and few in number, but they had found something of a home within the twisting rivers if the in-lands. This, obviously, created something of a dilemma for the People. Before now, the Great River had been completely uncontested. Now there was someone who could, theoretically, impinge the movement of people and goods along it. The Hundred Bands were clearly incapable of doing so, now. In years? Who knew. There was also a greater concern: what happens if the Hundred Bands sold knowledge of the route to the Island Makers or South Lake. The route they had used to escape had been one that was well known, located at the juncture of the White River and the massive lake to the south. The only reason that it hadn't been discovered earlier was because everyone to the south was too distracted fighting, and no one knew where it ended. Why explore a massive system of rivers when there was no detectable benefit?

What does this excerpt tell us? The Hundred Bands remnants are very few in number, and also rather destitute. Considering this information I doubt that integrating them will provide much for us in terms of technology, resources, or people. Furthermore, it seems like the issue at hand here is more than just the Hundred Band remnants, it is also their knowledge of an alternative pathway to the Great River, our lifeline and chokepoint. If somehow this information gets out, then we will be hard pressed to do anything about it, as with that knowledge they can now interdict our internal trading groups along the Great River and cause catastrophic internal damage to us, as that will literally divide us. That would make it so that in order to defend the interior we will have to dedicate warriors and hunters to either guard the trade convoys or scour the entirety of the route itself for foes who could take advantage of it.

The People's feelings on these long lost cousins was difficult. Many of them saw them as blood kin and wanted to offer them protection. Others saw them as twisted mockeries of the People. Paradoxically, among many of the converted Hundred Bands, this belief was strongest. Values had diverged.

Right, here's something people should take into consideration for their vote. How well exactly do you think things will go when many of our converted Hundred Bands members seem to hate them and loathe them? I doubt things will go well for integrating these new remnants into our group if what was once their kith and kin reject them vehemently.

They had shocked many, for cousins to call for violence against the Hundred Bands.

This sentiment is the reason I am not behind the votes to integrate the Hundred Bands. If their own former kin are willing to call for violence against them, I doubt this will endear us to them, it may even set them against us because they may see it that we corrupted their kin and turned them against them. If they ever learn about our current trading relationship with the South Lake Tribe, things will only get worse. Considering how choosing to integrate them could cause us to lose stability and go into the negatives, these warning signs do not give me much hope for how integration will go.


Kaspar had a different idea. It was well known that the Hundred Bands hated the Island Makers and South Lake. Perhaps, they could be pushed to act on their hate, striking against those down south that had wronged them. It may take some quiet support, but it would go a long way to ensuring the weakness of all tribes down south while allowing the People to grow unmolested.

It wasn't a problem now, but Kaspar's pragmatism had prompted many to try and look for a solution now.

I trust Kaspar. Out of all of the benefits the Inland Hundred Bands could give us, if this succeeds, this is honestly the best. Let's face it, from what we know of these remnants they are small in number and poor. That is not a descriptor that leads me to believe they have resources and wealth they could offer to enrich us further, it is not a descriptor that gives me confidence that they could give us technology either as when we integrated the larger group it seems like they had already given us their best stuff.

However, what we do know is that the enmity they have for the South Lake Tribe and Island Makers is very real and very strong. By choosing to trade with the South Lake Tribe last turn we essentially turned the Island Makers into enemies. Maybe not enemies right now, but ones in the future. If people were serious about cutting off the South Lake Tribe from our obsidian and turning them into our enemies for a casus belli, then we should think about ways right now to weaken them so that we can eventually prevail in the coming war against them. Turning this Hundred Bands remnant into our proxies to fight that war is one of the ways we could do so.

By arming and supporting these remnants we will be able to weaken our foes down to the South, while at the same time focusing the aggression of the Inland Tribe not against us. While the problem is not an immediate one at the moment, I would rather not simply wait for it to become a problem and then deal with it, rather than preparing for it now.

While it may be nicer to try to integrate them, in the grand scheme of things, that doesn't really offer us as much as turning them down South against some of our foes.

Well...thats mostly why I want to do it under a quadhero really. No better time eh?

The main thing I am worried about is not how Kaspar will handle the power but how his successors will, as this will likely be something adopted by all of the other Big Men as well. With our stability so low, we might fraction and create factions if this is not handled carefully.

We know the Rush Builders Legacy accelerates large constructions(like aqueducts, canals, mottes, major walls, etc) so they take less actions to finish, though it increases the cost per action to match in PoC.

The Hill is a Motte, which is to say you build hills to build walls on, which is an order of magnitude harder to assault, even with siege engines, because you can't use a battering ram with any force if you have to charge uphill. However we can manually build the Hill easily enough.

Didn't know that. However, that still raises the question for me of what specifically we are rushing? I assume it is related to the Hill itself, but since the Hill already is finished what exactly are we rushing for it? The walls surrounding it?

[ ] [Work] Entrust command of resources and labour to the Big Man.
[ ] [Work] Entrust a tithe of all resources to the Big Man to use as he sees fit.
[ ] [Work] Entrusted their old ways and pushed through the pain. (-1 Stability)

Right, as I said before regarding this option, the QM has already hinted to us before that this megaproject will give us a lot of changes and teach us a lot of things, with one of the main things being how to better administrate. The first option is a simple increase in power and authority for the Big Man, something they apparently already exercise during winter. While effective it also isn't that innovative in my eyes. The tithe on the other hand is something that will likely further increase centralization by increasing the power given to the central authority, AKA the Big Man, while also acting to diversify our ideas of property ownership and wealth. I would not be surprised if the second option ended up creating a mercantile class or a hero who used their control over the resources and their ability to negotiate in order to get things done.

The innovation is why I voted for the tithe option.

[ ] [Megaproject] Upgrade Vale: Wondrous World
[ ] [Megaproject] Rush Builders Legacy
[ ] [Megaproject] Immortalize the moment in song. (Exploding Cultural or Reglious tech rolls, minimum 2)
[ ] [Megaproject] Automatically Complete: The Hill Extended Project at Crystal Lake.
[ ] [Megaproject] Restore confidence in the People's leadership. (+1 Legitimacy, +2 Stab)

When it came to the Megaproject options, I am still somewhat undecided on them mostly because of the fact that some of the options haven't been fully explained so far.

Like I said before, when we take into account what Wondrous World does, and the fact that we are getting a chance to upgrade it due to creating the Hill Megaproject, my conjecture is that the upgrade to the value will likely now allow us to include man made wonders in the category of the value, with probably a likely benefit for either creating a man made wonder or that boost bonuses that originate from them. Am I on the nose here @Redium

For the Rush option, I understand the concept of Rush Builders Legacy, I just don't really know what exactly it is that we are rushing. If more information was given, it would probably help immensely with discussion, though a this stage I doubt people will check in to read my comments like this.

When it comes to the exploding tech rolls, like I said earlier. Right now we are in a culture war with the Peace Builders. We know how they operated when it came to the Barrow Builders and changing them. We can also see the parallels between us and the Barrow Builders in that a lot of our values and focus have been on martial values or warfare, while comparatively our culture seems lacking in comparison, especially in regards to art when we compare it to the Peace Builders. To win a culture war such as this we need things that we are able to use to show our culture off and use as an example for future generations to admire and emulate, whether it be a story telling tradition, or something like artistic carvings. Our values are very well developed right now and I would rather not get subverted by the Peace Builders when I believe our system and society so far is pretty well done.

When it comes to completing the The Hill Extended Project, since I don't really know what it is, I can't really vote for it.

Finally, as I said earlier, while right now it may look advantageous in the short term to reassure the confidence of the People in their leadership, we need to take into account that right now Kaspar is going to die very soon, either within the turn or by the beginning of the next turn. From the QM's own words we know that stability is tied to legitimacy, and legitimacy is tied to the Big Man himself. Once Kaspar dies, his legitimacy and stability he accrued will go down with him. While having 2 Legitimacy and 2 Stability would likely give us more flexibility when it came to our options right now at the moment, once he dies those will be lost, while the other more beneficial options will go away as well as we did not choose them.

[ ] [Stories] Allow them to spread their tales. (Gain Peace Builder religious/social concepts, Value synergies?, Legitimacy loss?)
[ ] [Stories] Obviously the People's Stories are best! (Annual Festival, variable Stability effects)
[ ] [Stories] Forbid these foreign ways! (-1 Stability)
[ ] [Stories] Destroy these foreign heresies! (Raid: Peace Builders)

When it comes to these options the question is do we counter the Peace Builder's culture bomb against us or do we allow it to happen. When we take into account the values that we have, and the values that they seem to espouse I think the answer is clear, we want to keep our own way of life, which makes it so that the first option is straight up out of the question.

The option I favor the most is the Annual Festival. Not only has the QM said that it is one of the more consistent ways to generate stability for us, it also will act as a counter balance against the Peace Builders in a more constructive manner than the rest. The variable stability effects are fine, though I assume they will likely revolve around how we do annually, such as how the harvest went and so forth, but the main draw for me is that presumably locking this in we can have an action that will constantly farm stability for us and give us more leeway when it comes to options in the future. Meaning so long as our leaders' legitimacy are high enough we can still pursue controversial decisions.

Forbidding the Peace Builders from sending their Skalds will likely be seen as antagonistic and will likely stifle trade. Furthermore, I don't really think we can take another hit to our stability right now without inviting more problems that we do not need.

A raid is also a bad idea in my opinion because not only is it a waste of our time, there is also no guarantee for success. Just because they may be naive pacifists does not mean they don't know how to wield those hammers of theirs. Plus we know they have a palisade, which will make things harder for us as well.

[ ] [Bands] Push these fragments to full absorb themselves into the People (Chance of -1 Stab)
[ ] [Bands] Destroy these fragments entirely (Raid: Inland Hundred Bands)
[ ] [Bands] Open trade and try to promote peaceful relations. (Trade: Inland Hundred Bands)
[ ] [Bands] Play on the hate the Hundred Bands have for South Lake and tilt them in that direction. (???)

When it comes to the Inland Hundred Bands, I've said my piece on this before, but I would still like to reiterate.

When it comes to absorbing this fragment back into ourselves, I don't think this is a useful option. Firstly, while it only says that there is a chance of losing one stability, when we look into the text of the update itself that chance seems higher than lower in my opinion. When their own former kith and kin seem willing to wish violence upon them, I doubt things will suddenly smooth over when we bring them into our camp. All it takes is one bad roll and then we have violence within our midst.

Furthermore on a pragmatic note, I would like to ask the people who are voting to absorb the Hundred Bands fragment, what use will their be in absorbing them when the update itself says that they are ragged and few in number? We already have members of our tribe who were former members of the Hundred Bands, and it was also said that last turn they lost a good portion of their agricultural tech when the South Lake Tribe swooped in. So what could these fragments possibly provide us that would prove useful right now? It's not likely to be technology, and with their low numbers it's also not likely to be resources either. So while I acknowledge that integration will likely solve the problem of them forming a settlement on the Great River, so does all of the other options in a way.

While raiding this group would likely be a quick and simple solution for us, I doubt this is a viable option due to the mood and disposition of the voter base.

When it comes to trade, I think that it will be counterproductive of our goal here. If we want to simply integrate this remnant there already is an option for that in doing that immediately at the moment. Considering they are ragged and few in number, it would not take much comparatively to entice them to us rather than supporting them through trade. Trading with them will likely not solve the issue of them potentially settling on the Great River and sometime later becoming a threat to us as that would incentivize them to stay where they are at, rather than going away or joining us as they get to keep their ways of life while at the same time prospering. More pragmatically, I doubt they will have anything of value to trade with us, which makes this a wasted option that other options could do better.

Finally when it comes to Kaspar's idea I support it wholeheartedly. Right now considering all of the experience he has, the foresight he has, and how he has so far saved our asses more times than we can count I am willing to take his pragmatic idea in hand. He is right, while these remnants are not a problem now, that does not mean in a turn or two they won't become one. The Great River is our lifeline, the thing that binds our settlements together. If that is severed or under attack we are fucked internally until we deal with it. If that information somehow gets out to our enemies, we will have a perpetual problem on our hands until we eliminate our enemies. That is why I would rather use the hatred these fragments have towards the tribes to the south of us and exploit it for our own benefit. We will likely end up eventually warring with the South Lake Tribe and probably the Island Makers as well. If the Hundred Bands remnants can help weaken them for us, and give us more time to consolidate and prepare, then so be it. That's my two cents anyway.


[X] [Work] Entrust a tithe of all resources to the Big Man to use as he sees fit.
[X] [Megaproject] Rush Builders Legacy
[X] [Megaproject] Immortalize the moment in song. (Exploding Cultural or Reglious tech rolls, minimum 2)
[X] [Megaproject] Automatically Complete: The Hill Extended Project at Crystal Lake.
[X] [Stories] Obviously the People's Stories are best! (Annual Festival, variable Stability effects)
[X] [Bands] Play on the hate the Hundred Bands have for South Lake and tilt them in that direction. (???)

Adhoc vote count started by Japanime on Apr 8, 2018 at 1:48 PM, finished with 1497 posts and 24 votes.
 
Last edited:
Didn't know that. However, that still raises the question for me of what specifically we are rushing? I assume it is related to the Hill itself, but since the Hill already is finished what exactly are we rushing for it? The walls surrounding it?

Extended projects in the future such as libraries, temples, large walls and so on. It will make each action more expensive, but will costs more actions overall so we benefit overall due to paying the same costs, but having to take less actions. It won't pay off in the stone age, but once we get to proper civ size, we will be grateful for it as it allows us to build infrastructure quicker and freeing up actions.

Also, Legacies can only be gained once in the region. If we get the legacy, no one else can until the civ with the legacy loses (usually via being destroyed) and the same applies to other civs.

Rush Builders is a thing that will be very useful in the long run along with being a time-limited thing that we want to get before anyone else does lest we lose out on it to someone else. The same applies to certain megaprojects. Like with legacies, some megaprojects are a first come, first served thing with the first civ to build it getting the bonuses while future civs miss out due to being seen as trying to copy the greatness of the first civ.

Other than the upgrade to the Value, the other bonuses are short-term shinies, either getting us some tech early or finishing another extended project immediately or giving us a boost to stab and legitimacy. While a short-term shiny from a mega-project can be useful as seen in PoC when the Admin-Mystic hero from the Academy reward saved the Ymaryn from destruction at the hands of the Not!Black Plague.

But in this case, rush builders is too useful to ignore if we want to have good infrastructure in the future so I want to get it. It is a massive boon for a well-developed and built-up civ.

[X] [Work] Entrust command of resources and labour to the Big Man.
[X] [Work] Entrust a tithe of all resources to the Big Man to use as he sees fit.
[X] [Megaproject] Rush Builders Legacy
[X] [Stories] Obviously the People's Stories are best! (Annual Festival, variable Stability effects)
[X] [Bands] Play on the hate the Hundred Bands have for South Lake and tilt them in that direction. (???)
 
Extended projects in the future such as libraries, temples, large walls and so on. It will make each action more expensive, but will costs more actions overall so we benefit overall due to paying the same costs, but having to take less actions. It won't pay off in the stone age, but once we get to proper civ size, we will be grateful for it as it allows us to build infrastructure quicker and freeing up actions.

Also, Legacies can only be gained once in the region. If we get the legacy, no one else can until the civ with the legacy loses (usually via being destroyed) and the same applies to other civs.

Rush Builders is a thing that will be very useful in the long run along with being a time-limited thing that we want to get before anyone else does lest we lose out on it to someone else. The same applies to certain megaprojects. Like with legacies, some megaprojects are a first come, first served thing with the first civ to build it getting the bonuses while future civs miss out due to being seen as trying to copy the greatness of the first civ.

Other than the upgrade to the Value, the other bonuses are short-term shinies, either getting us some tech early or finishing another extended project immediately or giving us a boost to stab and legitimacy. While a short-term shiny from a mega-project can be useful as seen in PoC when the Admin-Mystic hero from the Academy reward saved the Ymaryn from destruction at the hands of the Not!Black Plague.

But in this case, rush builders is too useful to ignore if we want to have good infrastructure in the future so I want to get it. It is a massive boon for a well-developed and built-up civ.

Didn't know that. I've never really gotten too far into PoC due to how daunting it seemed.

So in a sense Rush Builders Legacy, is essentially a Legacy in the same vein as:

Heroic Start!
The People are descendants of Heroes! Great men and women who have shaped their world according to their desires. Some are good, some are bad, but none can deny the People carry Greatness!
Effects: +1 to all Hero rolls

Considering how well that legacy seems to have served us so far, especially considering it likely gave us Kaspar and Maksus, I think waiting to get some more culture and religious tech can wait for the moment.

In any case with the information you've just provided, assuming that's true, I'd rather get something like this now over some of the other shinies due to how well it synergizes with our civilization, especially Stone Skinned, and the fact that there is a chance that another civilization like the Island Makers could steal it. While I am sure we could eventually destroy them and take it from them, that sounds like a lot of work. Compared to all of the other options, they really do seem like short term options that we could probably get eventually through other means, and our situation isn't dire enough that I feel we need the current religious and cultural techs to survive the cultural attack by the Peace Builders.

If we take into account or rather prolific expansion and our likely need for infrastructure to maintain the links within our civilization I am much more willing to switch my vote over to just only include the Rush Builders Legacy. It's information like this that kinda makes me wish the moratorium was longer so that everyone could gain the information on this so that bandwagons just don't run away.

I really hope there is a chance to gain this again in the future, as I doubt this option is going to win without a significant change in the voters, assuming they read your post.

[X] [Work] Entrust a tithe of all resources to the Big Man to use as he sees fit.
[X] [Megaproject] Rush Builders Legacy
[X] [Stories] Obviously the People's Stories are best! (Annual Festival, variable Stability effects)
[X] [Bands] Play on the hate the Hundred Bands have for South Lake and tilt them in that direction. (???)
Adhoc vote count started by Japanime on Apr 8, 2018 at 2:59 PM, finished with 1501 posts and 25 votes.
 
I really hope there is a chance to gain this again in the future, as I doubt this option is going to win without a significant change in the voters, assuming they read your post.

I would have mentioned it sooner, but I figured it would be a no brainer. I can't believe we are going for tech of all things. Innovations are one of the easiest things to get and are not worth spending a megaproject reward in my opinion.
 
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