From Stone to the Stars

They're much more decentralized. They have a Tribal Confederation model of government. Each settlement is basically independent, but they operate together against outsiders. They also have the benefits of the best boat technology on the map and open waterways to help keep connectivity.

So are the individual settlements pretty diverse when it comes to their identity then as they're a confederation? Also, while it seems like their model of government may be useful against hard power, as in another foreign power trying to conquer them, how susceptible would they be against more subtle methods of influence? For example, how hard would it be for us or someone else to peel away one of their settlements and make it break away from the Confederation.

Mostly locally. They only meet up collective once a year during the fall. It's a huge political gathering and raucous party.

Was that what we were invited to speak at? As I doubt that they would make such a sweeping decision through the input of only one settlement.

They've been distracted by various existential wars for the last century or so. That plus the bad weather has kept the population down. The Hundred Bands held the south back previously, only to be replaced by the Island Makers when they were destroyed. They're a very Tall civilization so their expansion is slow and prevents people from the south from coming north. South Lake was also viciously oppressing and enslaving most of the other southern tribes in the past so they kept the population under control. They couldn't expand because expanding too wide with slaves is a recipe for uprising.

Damn, I thought that they were actually better than us due to mentions earlier into the quest about how they had agriculture and developed tools like war clubs.

If the Island Makers were so successful at keeping the southerners away, how come it seems that the Island Makers constantly get beat up on by other civs such as how they were doing poorly against both the Hundred Bands and South Lake? I'm guessing due to building too tall they're not very populous and can't field as much warriors as everyone else right?

South Lake seemed pretty expansive though, considering what we see as their position now, and then their position at the mouth of the Valge River, which seems pretty far away from the location on the other side of Lake Veri.

The Mountain Clans are the only ones that really have a route to the north and they're in the process of swelling up like a soap bubble. The second they pop, they're going to be everywhere.

When you mean going to be everywhere, is this like Sea Peoples attacking the Bronze Age civilizations bad, or just a nuisance that will muck up trade routes and such?

You could produce limestone walls whenever you wanted, but they're not going to be mechanically different from brick. It's only when you get the tools to use granite that it will change things.

How so? I mean, I assume getting tools to use granite would allow us to create greater constructions, but how would that change things like walls?

Yes, but they were also doing well enough in their wars that they were planning to sue for peace in order to digest their gains.

Huh...that's odd, I'm surprised the multiple other tribes accepted such an occurrence.

Random mutation in a viral disease. It wasn't very severe, but it was your first novel disease.

How exactly do you roll for that?

Could you lie every minute of your life? Could you convince the people around you that you have a mental or physical disability at all times? Could you do all of that knowing that while it keeps you feed and gets you respect, it cuts you off from your fellows? Most people are that good at lying.

Hmmm...good point, has this happened yet at all for us?

It will probably decay a bit after her death unless you start doing other major projects (i.e. Temples, Hills or building megaprojects).

How many times would we need to take major projects such as that?

Yes, some idiot poked the spirit and it turned into a demon. As far as the south knows, you showed up out of nowhere alongside the Island Makers and went through South Lake's most elite warriors like a hot knife through butter. And then you disappeared while disease scourged them.

Damn...we sound pretty badass when you put it like that. Especially considering the old rumors of us had us be seen as some promised land for refugees.

How exactly did that part of our reputation translate? Like how often we take in people and such, as I don't think we've really refused any refugees so far.

What do the tribes that have known us for awhile, like the Peace Builders, Island Makers, and Arrow Lake think of us? I doubt they see us as spirits, right?

The Great River is suitable for agriculture. Not as much as the flatland around the Valge (White) River, but it could be done. The area's more suited to growing wild rice and quinoa than corn or gourds, however.

Is it because the Great River lacks suitable flat floodplains? Also when it comes to the Valge, in terms of its suitability for fertility and such, on a scale of the Tigris and Euprhates Rivers to the Nile/Yellow River, where exactly does the Valge fall? I doubt it floods as regularly as the Nile does.

Everyone trade for it because everyone likes the shinnies. You''re the only ones that have a real, productive use for it.

Are we advanced enough or canny enough to simply combine the Mica with say our pottery and then resell it to others such as Arrow Lake and the Pearl Divers?

They're building tall right now. They're laying down trails and building canals/irrigation systems wherever they can.

Are those ever going to be shown on the map? And I assume that those types of infrastructures modify their stats right?

Yes, Arrow Lake had other trade partners in the south (including the Bond Breakers) but they've been cut off by the Mountain Clans.

What exactly does having us as their exclusive trade partners, and only trade partners, result in when it comes to our interactions and relations with them? Currently due to our central position, I'm assuming we might have a trade imbalance with them as we seem probably have more products to trade for their Lapis Lazuli right?

I believe quinoa and corn have different growing requirements. To be honest, it's below the abstraction level of the quest so I don't think about it.

Good to know, I was just curious as I wanted to know if picking a specific crop, aside from having more of it proportionally, would make a difference for our agriculture overall, or to gauge how deeply you were judging things.

Arrow Slits is late-Classical technology. It was until the 200s BC that they started being used.

So not going to happen anytime soon? Got it.

Also, to reiterate, how would we go about forcibly developing military techs for things like better bows?

The Peace Builders picked up Do it or Die and their Excellence trait from the Mound Builders.

Yeah, that sounds about right. Do they still have the Barrows/Mounds btw?

If you had made contact with the Peace Seekers after they were conquered by the Mound Builders, you would've been given the option to support their rebellion against the Mound Builders and then eventually annex them into the People.

When exactly was this?

Also, right now I can probably imagine many of us are kicking ourselves now as I doubt we can annex them anytime soon unless we trounce them in a war. Ugh...the profanity I am screaming at my screen is probably going to get me banned if I say it.

Oh well.

The Peace Builders generally like you. You're violent, but you're not nearly as aggressive as the people that they normally deal with.

That's not too surprising, all thing considered. Are we like friendly acquaintances I guess?

South Lake took on a Blood Debt trait (think: Sin of the Father, Sin of the Son) and a Properly Paranoid trait (since everyone is out to get them).

That Blood Debt trait does not sound very beneficial, as I'm guessing things like debts and other things like feuds could be passed onto their kin right? What exactly is the benefit of that?

As for properly paranoid, yeah I'm not surprised they have this, but considering what they did, attacking so many others, are they really surprised that it came around to bite them in the ass?

The Tribe of the West has more or less pulled back from the war. They are recovering this turn and last and have growing concerns to the west. The Bond Breakers are actually being dog-piled by South Lake and the Mountain Clans. No one else is fighting South Lake.

How come the Tribe of the West pulled out? Also, are they considered part of "The South" that are warring with the Peace Builders?

Great...Veri Lake War Round 2 coming up folks, assuming the Tribe of the West doesn't kick their shit in.

Not really. The Mountain Clans did really, really well against the Bond Breakers. All they've learned was that they didn't quite raid the Island Makers and Arrow Lake right. Their only settlement was actually one they captured from the Bond Breakers.

Joy, so I'm guessing that the Mountain Clans will try again against the Island Makers and Arrow Lake then?

The Mountain Clans are like a soap bubble. They're swelling like crazy but will eventually pop and go everywhere.

That seems like a disaster waiting to happen. It will probably muck up our trade lanes and such due to raiders and bandits everywhere. Our settlements will be fine due to the brick walls, but it's going to suck.

There are 7 tribes (including the Peace Builders) apparently fighting over the southern lands below Rahu Bay. The Peace Builders have subdued 2 of those tribes; only 4 enemies are left.

The other tribes have not recognized the Peace Builder's danger. They expect them to lose their gains fairly soon, like all successful tribes have done before.

How likely are the Peace Builders to lose their gains absent outside intervention? Because that is a lot of enemies. I'm assuming the only reasons the Peace Builders are doing so well when a previous update mentioned them losing some of their territory, is due to the weather changes right? Either that or their enemies are that weak.

There is something you can do to screw with the Peace Builders short of war, but you lack the information to figure out what it is.

Is it absolutely critical that we take the Southern Trade Mission for information right now? Such as if we don't take it, will the Peace Builders start to snowball? Meaning, would we be too late if we took a Southern Trade Mission say next turn?

The flood plains are the trees to the east and west of the Valge (White) River between the Fingers and Island Makers. The Great River is also suitable for agriculture, but not as much as the Valge River.

Noted...I don't remember ever hearing the St. Lawrence as being noted for its agriculture though.

The legacy is about having a robust and diverse tradition of Holy Orders. The numbers track how significant that is.

Ah okay, I was just wondering if there was a reason for the differences between the tiers aside from numbers then.

You can roll for Tin once for every settlement you have.

So wouldn't it be essentially better to be wide rather than tall as that would give us more chances to discover tin? Considering we need tin for Bronze, that seems like a pretty good motivator to go wide before we start rolling for that. When does rolling for tin begin anyways?

To go Tall, you need to focus on locking in Temples, Hills and other infrastructure as soon as you can. If you don't lock it in, eventually you'll get to a point where you will never have enough actions to build all of the necessary infrastructure. You would always be playing catch up.

As soon as your infrastructure levels up, it becomes more and more difficult to update to that standard the larger your civilization is.

So right now we have one hill in Hill Guard, meaning to lock down hills we would need around 4 actions dedicated to hills at the Fingers and Crystal Lake. For Temple, I'm not sure whether or not Temples would just be an upgrade for shrines or just new builds, so assuming that the Temple of Stars is not considered part of any settlement, we would need around 6 actions to do that.

Considering how if we simply added one more settlement the next turn, which seemed to be the critical turning point, if we added that one settlement it will be harder for us to get things locked down as we would need 4 more actions to do so.

Is there a way to gain more actions?

You lock in infrastructure buildings by making sure all settlements have them for 3 turns.

There's downsides to both going wide and tall. You have enough with the Great River to build a successful civilization. You would just need to force infrastructure development and hope you get bronze first so you can conquer the shit out of everything because of your superior technology and social organization. Alternatively, by going wide, you're trying to choke out all other civilizations, leaning on your current technological edge until the others finally carch up.

Isn't there an inherent downside to tall though in that the fact that it is reliant on bronze means that it would need tin. By going tall we would have fewer settlements and thus fewer opportunities to roll for tin, making it so that our luck would have to be really good in order to get it right now with the three settlements we have. Growing tall here seems to be disadvantaged at this stage compared to going wide as you mentioned earlier that anyone who controlled either Rahu Bay or the Flood Plains could break us over their knee.

Comparatively it seems like going wide would be more doable as it is something we can direct that isn't dependent on the luck of the dice, literally, and due to our current technological edge in terms of brick walls, which will likely be unassailable until the Bronze Age, we could likely stave off competitors.

So what is the incentive of going tall aside from not making it exponentially harder to get infrastructure?

It seems like the having things for 3 turns rule makes it much harder to get infrastructure as we would have to wait a long time in order to develop the necessary buildings, then wait three more turns, in which other adversaries might take desirable locations, at which point we would have to go to war to gain them back.

I'm not complaining, I'm just curious if this seeming imbalance is a bug or a feature of the time period.

You would dominate Rahu Bay by founding settlements at North Bay, where the River Tribe currently is, on the massive peninsula west of Hill Guard, and by forcing the Peace Builders off of their gains on the bay's shores. Of the advantages you know, having the bay gives you extensive agricultural land with numerous rivers for relatively easy irrigation. It also can serve as a transport hub, making it extremely easy to keep your civilization together. When you want to become a naval power, the size of the bay will give a protected and fantastic location to develop docks and naval infrastructure.

Firstly, where is Manitoulin Island in all of this?

Also, how does Hill Guard factor into all of this? Does it help with our efforts at controlling the bay? I'm guessing not enough.

How do we develop ports like the Island Makers and Pearl Divers have by the way?

Compared to the Flood Plains, this seems like the less likely choice for expansion right now due to the fact that it would necessitate fighting the Peace Builders to gain control of the Bay. It's probably going to be a long term consideration for us considering how useful the Great Lakes are for commerce.

The White River's flood pains are the ones near the Fingers. Yes, dominating them would lead to explosive population growth due to the equalit of the soil.

Considering the fact that the Island Makers build tall, the Mountain Raiders are about to explode, and Arrow Lake is separated from the Flood Plains by a mountain range, would it not be easier for us to control the Flood Plains here compared to the Bay?

You can upgrade over time.

Ahh, okay then, good to know. Are there benefits to having buildings such as this last into later epochs like say the Medieval Era?

Cultural trade goods are more having a really impressive culture that causes pilgrims, travelers, and merchants to show up. These people then spend their money on food, accommodations and trinkets while they're taking in the sights.

I'm assuming money is not currency as that hasn't been invented yet, but instead trade goods?

Are their side effects that are related to us having a cultural trade good being dominant that is unique from generating wealth? Such as does this give us more diplomacy or influence?

Art is a combination of cultural, religious and technical crafts. It covers not only sacred icons, but useful tools and weapons. It's essentially how much useful or pretty stuff the People can produce.

Huh...that was more than I expected. So how do you determine if an Art Hero is a craftsman rather than say a shaman or something?

Take more actions in that specific category. If you want to boost Econ, farm or herd. If you want to boost Diplo, trade more. The stat numbers are more just an abstraction of your past action history so that I know roughly what you're good at.

Are certain actions and behaviors weighted in some fashion? For example, the fact that every time we've dealt with refugees we've always taken them in? Does that narrative come in the stats anywhere?

Your Diplo is recovering from past decisions. Abandoning the Veri Lake tribes in the middle of their war against South Lake dinged your Diplo (quite a bit actually). Killing the Northland's High Shaman dinged Diplo. Abandoning the Peace Seekers to the Mound Builders dinged diplo.

Yeah...I figured abandoning the Veri Lake tribes was going to bite us in the ass later.

How much would actions like sharing our magic with Arrow Lake and the Pearl Divers help us?

Would going back to annihilate the South Lake Tribe help shore up our diplomacy?

So assuming we succeed with repairing our relationship with the Northlands for killing their shaman, would that help? As it's not like we intended to.

Stats are prioritized based on how high they are on the list. You'll take stat points from everything below which ever stat goes below 0.

So assuming that our martial would the highest, it would've been siphoned off to buoy the rest of our stats then? How would that be seen narratively?

0 Does nothing. Negative impacts background rolls and can cause social problems.

Comparatively how do we look compared to everyone else? As I'm sure other tribes are more in the negative than us.

I try and ere on the side of random unless it gives a nonsensical result.

How focused are rolls? Do you just roll for a region and then figure out or are rolls more narrow for certain events?


Right...if someone gets T-Rex cavalry or something I blame you.

Take up the Pearl Diver's option to build a saltern. Everyone wants salt and is going to take as much as you can possibly give them. It's simply to useful as a food preservative to do otherwise.

Well, guess it's time to change my vote, as it sounds like we're the access to salt for the others right?

It affects how your religion and your values will develop in the future. It guides them.

Good to know. So picking this won't upgrade a value or give us new ones then?

Why do you think the Pearl Divers are inviting your people into their settlements to help work with them and build their technologies? It's already having an effect. You just need to keep building on it.

By building on it do you mean accommodating them? As I'm not sure how egalitarian their society is in terms of outsiders, as I doubt they would like us speaking in their gatherings too often.

By doing this, are we welding ourselves to their side?

River Fork would not help as much as River Bend.

So we don't need to worry about anyone else taking the Cave of Stars anymore then?

Yes. The flood plains are all the dark green forested tiles. I know I'm using the word wrong, but the non-hilly forested area used to be flooded by the White River in that area of the world.

So did the map change recently to reflect that or has it always been this way?

Control is determined by whose settlements are nearest and who has the biggest stick.

The Mountain Clans are nomadic. They have small bands scattered everywhere throughout their territory. It shows the areas where they can nominally be found.

Assuming that the Mountain Clans explode like you say they will, do we really need to raid them in order to gain control of that island there?

I'm also guessing that there aren't any formal borders yet?

Not much. You're preferentially building near water because it makes travel easier. Once you start building more farms you'll expand inland as well. You've just focused on the water ways a lot.

Okay, I was just wondering if we were restricted in some ways compared to the others when it came to placing settlements, rather than say it being preference.

The trade mission to 'the south' is to find out more about them. You know very little right now.

How did we gain the original information about this situation then? Mostly curious.

The leader board is from the People's perspective.

South Lake would acknowledge that their magic is rooted in blood, but they would fervently deny that it was in any way 'dark' or 'evil'. Even the blood curses they use would not be evil, but instead using the spirits to smite those deserving.

But even though it's rooted in perspective, would say the others like the Peace Builders acknowledge that we're at the top of the pile? As in, while the perspectives may change, would the overall list still be the same no matter who is looking at it in terms of order?

The Tribe of the West's magic is related to living things; plants, medicine, concoctions, and various drugs.

That seems par for the course considering they've developed booze.

The Northlands' magic is derived from their close relationship with elk and other animals.

Elk? So they don't have mastodons tamed yet?
 
We should build wide, now I hear some of you saying, but building tall would allow us to keep ahead of the others in infrastructure.

But building wide would allow us to expand and lock in the river as our territory, I mean look at that map, if we close that area as our territory we have a massive advantage.

Now for technology... why build it ourselves? If we aggressively expand we don't have to learn to build things like aqueducts, we could learn from examples of tribes we conquered, its something ancient civilizations did, isolationists who let others do their own thing get raided and those raiders bring back tales of these things that they had, or when they conquered them would have examples to look and take concepts for themselves.

Sure building and learning how to do these things our selves seem gratifying as we discover all the things, but its a slow process, we are running a civilization, we should aggressively expand, let others figure it out themselves, and we take it. Once we lock down the region then we can focus on building tall, heck due to the massive land we are going to have means we have a heck of a lot of people to focus on building infrastructure.
 
We should build wide, now I hear some of you saying, but building tall would allow us to keep ahead of the others in infrastructure.

But building wide would allow us to expand and lock in the river as our territory, I mean look at that map, if we close that area as our territory we have a massive advantage.

Now for technology... why build it ourselves? If we aggressively expand we don't have to learn to build things like aqueducts, we could learn from examples of tribes we conquered, its something ancient civilizations did, isolationists who let others do their own thing get raided and those raiders bring back tales of these things that they had, or when they conquered them would have examples to look and take concepts for themselves.

Sure building and learning how to do these things our selves seem gratifying as we discover all the things, but its a slow process, we are running a civilization, we should aggressively expand, let others figure it out themselves, and we take it. Once we lock down the region then we can focus on building tall, heck due to the massive land we are going to have means we have a heck of a lot of people to focus on building infrastructure.
We should also consider what building more settlements actually gets us though; it mostly provides more land to cultivate on. Given that we have taken a total of 1 Expand Agriculture action EVER, I think we have a decent bit of space left. The big benefit of build wide here is in choking out other civs.

For me, the main question here is if expanding makes The Hunt, New Trails, and other similar social megaprojects more expensive. If it does, then we should hold back, let the mountain tribes claim the island in the river, and then raid them off it later when we need the land. If not, I don't find the idea of saving a few actions on hills to be worth it.
 
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We should also consider what building more settlements actually gets us though; it mostly provides more land to cultivate on. Given that we have taken a total of 1 Expand Agriculture action EVER, I think we have a decent bit of space left. The big benefit of build wide here is in choking out other civs.

For me, the main question here is if expanding makes The Hunt, New Trails, and other similar social megaprojects more expensive. If it does, then we should hold back, let the mountain tribes claim the island in the river, and then raid them off it later when we need the land. If not, I don't find the idea of saving a few actions on hills to be worth it.
I agree, we should go wide and try to build upon that later, we can expand some more at the very least even if we were going tall 100%, a few more settlements to consolidate our supremacy in the region then to build upon that advantage from then on.
 
I agree, we should go wide and try to build upon that later, we can expand some more at the very least even if we were going tall 100%, a few more settlements to consolidate our supremacy in the region then to build upon that advantage from then on.
I'm not taking sides yet, that's a pretty big IF there. IMO, cheaper megaprojects is totally worth having to fight a few wars later to clear the wide factions off. I don't think we need to wait until bronze to turn things around either; the defensive attrition of the The Hunt+the mobility of New Trails+the fortifications from Hills and Stoneskin= anyone who tries to attack us is utterly fucked, and the peace builders seem purpose-build for being baited into offensive wars.
 
I'm not taking sides yet, that's a pretty big IF there. IMO, cheaper megaprojects is totally worth having to fight a few wars later to clear the wide factions off. I don't think we need to wait until bronze to turn things around either; the defensive attrition of the The Hunt+the mobility of New Trails+the fortifications from Hills and Stoneskin= anyone who tries to attack us is utterly fucked, and the peace builders seem purpose-build for being baited into offensive wars.
I know that it is a big if, thats why i said it since its so unlikely, that even doing such a thing could still be benefited greatly by a bit of expansion at this point.
 
I know that it is a big if, thats why i said it since its so unlikely, that even doing such a thing could still be benefited greatly by a bit of expansion at this point.
There's no point in doing things half-way. If we don't utterly choke out the wide faction in the area we choose to dominate (which, lets stop being vague here, means the mountain clans or peace builders) before they can wide faction themselves across the whole map, then we get almost none of the benefits of being wide (because, again, we already have tons of unused farmland) and all the expense increases.
 
Wow, thats many times stricter than the requirements for locking in actions.
Its a LOT more powerful than locking in actions.
Standardizing Mottes(the Hills) makes every settlement resistant to attack. Even bronze age civilizations would have to bleed to crack those. This has obvious uses for surviving whoever discovers Bronze first intact.
Standardizing Temples means an abnormally high level of education and social cohesion. A culture which has standard temples is vastly more capable of building wide without fracturing culturally than a culture which doesn't. It also provides a very high standard of healthcare for the era.

People are being tempted to go wide, but the idea behind Build Tall is to spend the early game playing conservative in order to play the mid game very strongly.
How so? I mean, I assume getting tools to use granite would allow us to create greater constructions, but how would that change things like walls?
Granite quarrying needs metal tools, and is sufficiently durable in construction that you're looking to late iron age siege engines for doing damage to them.
That Blood Debt trait does not sound very beneficial, as I'm guessing things like debts and other things like feuds could be passed onto their kin right? What exactly is the benefit of that?
Social order. Organized means of coping with social imbalances raise stability and legitimacy by providing outlets for dissatisfaction.
So wouldn't it be essentially better to be wide rather than tall as that would give us more chances to discover tin? Considering we need tin for Bronze, that seems like a pretty good motivator to go wide before we start rolling for that. When does rolling for tin begin anyways?
You need to discover Smelting first, which requires a large number of intellectuals(that'd be building as many Temples as you can in this era), and you want Glazed Pottery(tin ore is a glazing material and this is one of the few ways to make it stand out from any other random rock).

Otherwise even if you have tin you won't know it. It's just some random rock.
Isn't there an inherent downside to tall though in that the fact that it is reliant on bronze means that it would need tin. By going tall we would have fewer settlements and thus fewer opportunities to roll for tin, making it so that our luck would have to be really good in order to get it right now with the three settlements we have. Growing tall here seems to be disadvantaged at this stage compared to going wide as you mentioned earlier that anyone who controlled either Rahu Bay or the Flood Plains could break us over their knee.

Comparatively it seems like going wide would be more doable as it is something we can direct that isn't dependent on the luck of the dice, literally, and due to our current technological edge in terms of brick walls, which will likely be unassailable until the Bronze Age, we could likely stave off competitors.

So what is the incentive of going tall aside from not making it exponentially harder to get infrastructure?

It seems like the having things for 3 turns rule makes it much harder to get infrastructure as we would have to wait a long time in order to develop the necessary buildings, then wait three more turns, in which other adversaries might take desirable locations, at which point we would have to go to war to gain them back.

I'm not complaining, I'm just curious if this seeming imbalance is a bug or a feature of the time period.
Wide civilizations play in a boom-bust cycle. They expand past their ability to keep their stuff, then they pop(because they exceeded their ability to maintain cultural and administrative coherence when they receive a shock, such as disease, famine, or invasion) and collapse into 2-3 smaller civilizations who hate each other. You see Wide civilizations expand when the general environment is great

Tall civilizations expand slowly, but what they take, they keep. You see Tall civilizations expand whenever a crisis hits and their neighbors run around screaming. They focus on grabbing strategic locations and investing heavily on protecting those. We're grabbing Natural Wonders on our part.

Due to stone skinned, we really do not want to pop, our cultural values say that our own splinter groups are going to be the worst possible enemies.
Before we switch to Wide, we want to lock in those Hills at the very least. Temples too, but I can't seem to sway people on that yet.
 
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Before we switch to Wide, we want to lock in those Hills at the very least. Temples too, but I can't seem to sway people on that yet.
I'm fine with standardizing temples as long as we do it as part of dealing with a social problem. Given that we are partway though a mega-project intended to impose discipline on our hunters, I think we will be finding ways to use that fairly soon, especially if the hunt manifests as an upgrade to the already-maxed FAO.

Besides, it's much easier to keep building temples alongside settlements, since they only consume the much more specialized art slot rather than taking both regular actions AND the admin option, so we can settle without interrupting the 3-turn window.
 
Tall civilizations expand slowly, but what they take, they keep. You see Tall civilizations expand whenever a crisis hits and their neighbors run around screaming. They focus on grabbing strategic locations and investing heavily on protecting those. We're grabbing Natural Wonders on our part.
Is this based on previous games or have Tall civs with this specific behavior pattern actually existed in history? If yes, what was their real world incentive or cultural reason for being that way?

For Diplomacy, it signifies that you're using the sheer power of magic to intimidate or cajole the tribes around you. Essentially, you do things like give Arrow Lake walls or help the Pearl Divers with their saltern.
Could you give some examples of what things like that we have been doing currently/lately? Also, how does that "consume" our magic stat? I thought that stat represents how comparatively advanced our knowledge is when it comes to impressive natural secrets.

Mysticism basically represents intellectual capital and educated people. Magic to Mysticism means that you're using all of your practical, esoteric resources to boost the intellectual capabilities of the People.
How does one "boost" intellectual capabilities with masonry and chemistry?

Having it in every settlement for at least 3 consecutive turns.
Does automatizing infrastructure like that increase the costs of building a settlement as well? I mean, say we go through insane efforts and end up having a 5 meter ivory statue in every settlement for 3 consecutive turns. That doesn't mean that ivory will suddenly be free and easy to install in every new town, will it?

Or what about things like castles in the future? While I can see us having those in every important place at some point in the future, it neither makes sense for every pioneering settler to build a fortress first thing within the first 25 years of a town even existing, but neither does it seem sensible to have every single castle require a specific decision on our side forever just because one in 8 towns doesn't have one.

They're much more decentralized. They have a Tribal Confederation model of government. Each settlement is basically independent, but they operate together against outsiders. They also have the benefits of the best boat technology on the map and open waterways to help keep connectivity.
Does that mean that essentially only one Pearl Diver settlement has asked us to build salterns for them? Would doing so mean that the settlement closest to us suddenly becomes the richest and most important one of them unless they actually figure out how we built them those salterns and show it to their brothers further east?

Something like: Caste System, Karma, Purity, Adoration of Violence, Divine Law, and Be Fruitful and Multiply.
That sounds awfully familiar. But where's the human sacrifices, cattle slavery and xenophobic superiority complex at?

Could you do all of that knowing that while it keeps you feed and gets you respect, it cuts you off from your fellows?
Wait, are most shamans actually hallucinating or otherwise suffering from what in modern days would be considered a mental illness? I though those were just a subsection, with many others being simply well versed in some useful magic and/or have strong opinions on the will of the spirits and the charisma and intuitive insight to back it up. How exactly does one get recognized and nominated a shaman outside of holy orders? Who decides who to feed for free and who is just a useless fool with crazy ideas that don't make sense? I mean if our independent shamans are really just a bunch of crazies then they should constantly and publicly be disagreeing on the will of the spirits. Such a thing would be untenable, especially in the face of organized holy order wise men who can back up their claims with magic.

Also, regarding the chronic lying, hasn't that been practiced by countless people throughout history and in all cultures in the form of fortune tellers, hand readers, mediums, snake oil vendors, cult leaders and who knows what else? And isn't endless and consistent lying to get through life more easily, even without any supernatural flair, something seen so frequently it may as well be considered an integral part of the human experience?

and a Properly Paranoid trait (since everyone is out to get them).
Are they often backstabbed and sneaked upon by people who pretend to be their friends then?

You would dominate Rahu Bay by founding settlements at North Bay, where the River Tribe currently is, on the massive peninsula west of Hill Guard, and by forcing the Peace Builders off of their gains on the bay's shores. Of the advantages you know, having the bay gives you extensive agricultural land with numerous rivers for relatively easy irrigation. It also can serve as a transport hub, making it extremely easy to keep your civilization together. When you want to become a naval power, the size of the bay will give a protected and fantastic location to develop docks and naval infrastructure.
Wait, is Rahu Bay salt water? Or do you mean naval power on a small enough scale that naval warfare on a lake will be an actually important facet of life?

Your Diplo is recovering from past decisions. Abandoning the Veri Lake tribes in the middle of their war against South Lake dinged your Diplo (quite a bit actually). Killing the Northland's High Shaman dinged Diplo. Abandoning the Peace Seekers to the Mound Builders dinged diplo.
Oh no. Does this mean the People have a reputation for being flaky and unreliable?

Why do you think the Pearl Divers are inviting your people into their settlements to help work with them and build their technologies? It's already having an effect. You just need to keep building on it.
So in theory we could use all the pearls we buy to dominate their politics according to their own laws? I don't even want to know what crisis we would start if we learn how to cultivate pearls with our own shell aquaculture.

The Northlands' magic is derived from their close relationship with elk and other animals.
What exactly is considered magical there? Or in other words, what animal-related tricks and wisdoms do our traders see, get impressed by, and report back home that lets our shamans decide "The people of the Northlands are well versed in magicks of Bonds and Beasts"?
If you don't want to spoil the mystery by downright stating the science behind what they are doing, feel free to only tell us how what they do appears to a member of our tribe.

Depends how you define shaman. If you include Ember-Eyes, then it's already happened; both Aeva and Kaspar were technically shaman. If you're talking about an unaffiliated shaman, then less likely than average. If they were a Magic or Mystic Hero then they would become Big Man, but the 'average' Big Man does not tend to be a shaman.
Huh. Is every veteran member of the holy orders a shaman then? I thought that it was simply that they had many shamans among their numbers and following things they learned there but that at least a plurality were still just elite warriors or hunters with magical blessings and such.

I think I have a wrong picture when it comes to the various shamans and their functioning in our society. I thought that the majority of them were just "wise" people who, when they speak about the spirits, have others listen to them, for a variety of reasons. And that messages from the spirits can take many forms, from actual hallucinations, over vivid dreams and natural omens and bone-throwing style rituals interpreted as was taught by older shamans, down to made-up opinions, delusion and simple bullshitting.
 
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Also, while no-one has responded to this directly
AN: Vote is in Moratorium. I'll post an updated map, leader board, answer questions, and open the vote when I wake up tomorrow. The front page is mostly updated. Now that you have symbolic tally, I was thinking of turning the Civilization Statistics section into a tally with stylized indicators to show a bit of the math I use to keep track of things. Thoughts? Do people want to see a bit of that or focus exclusively on narrative?
I think that the level of detail in everyone's questions suggests that we would indeed find this interesting if you were in the mood for it.
 
@Redium I'd rather you don't reveal all the math behind the scenes since I would prefer if we play towards what seems sensible to do for an IC successful civ as opposed to doing things that will give us the best numbers. No game can be a perfect simulation and having a too large insight as to where your approximations are imperfectly simulated through numbers and rolls will lead to loss of SoD.

But if I am in the minority and people want to see the math I won't be too miffed. As long as all you do is reveal stuff that you've already been doing anyway and not changing any actual rules to be more technical and numbers-bound.

That is actually another benefit of keeping the math hidden. The more game rules you don't outright explain to us the more you can change if it doesn't work anymore without having to justify yourself to us and without us feeling cheated or disappointed at losing an OP bonus or whatever.
 
@Redium I'd rather you don't reveal all the math behind the scenes since I would prefer if we play towards what seems sensible to do for an IC successful civ as opposed to doing things that will give us the best numbers. No game can be a perfect simulation and having a too large insight as to where your approximations are imperfectly simulated through numbers and rolls will lead to loss of SoD.

But if I am in the minority and people want to see the math I won't be too miffed. As long as all you do is reveal stuff that you've already been doing anyway and not changing any actual rules to be more technical and numbers-bound.

That is actually another benefit of keeping the math hidden. The more game rules you don't outright explain to us the more you can change if it doesn't work anymore without having to justify yourself to us and without us feeling cheated or disappointed at losing an OP bonus or whatever.
Fair point. I return to neutrality on the issue.
 
Is this based on previous games or have Tall civs with this specific behavior pattern actually existed in history? If yes, what was their real world incentive or cultural reason for being that way?


Could you give some examples of what things like that we have been doing currently/lately? Also, how does that "consume" our magic stat? I thought that stat represents how comparatively advanced our knowledge is when it comes to impressive natural secrets.


How does one "boost" intellectual capabilities with masonry and chemistry?


Does automatizing infrastructure like that increase the costs of building a settlement as well? I mean, say we go through insane efforts and end up having a 5 meter ivory statue in every settlement for 3 consecutive turns. That doesn't mean that ivory will suddenly be free and easy to install in every new town, will it?

Or what about things like castles in the future? While I can see us having those in every important place at some point in the future, it neither makes sense for every pioneering settler to build a fortress first thing within the first 25 years of a town even existing, but neither does it seem sensible to have every single castle require a specific decision on our side forever just because one in 8 towns doesn't have one.


Does that mean that essentially only one Pearl Diver settlement has asked us to build salterns for them? Would doing so mean that the settlement closest to us suddenly becomes the richest and most important one of them unless they actually figure out how we built them those salterns and show it to their brothers further east?

That sounds awfully familiar. But where's the human sacrifices, cattle slavery and xenophobic superiority complex at?

Wait, are most shamans actually hallucinating or otherwise suffering from what in modern days would be considered a mental illness? I though those were just a subsection, with many others being simply well versed in some useful magic and/or have strong opinions on the will of the spirits and the charisma and intuitive insight to back it up. How exactly does one get recognized and nominated a shaman outside of holy orders? Who decides who to feed for free and who is just a useless fool with crazy ideas that don't make sense? I mean if our independent shamans are really just a bunch of crazies then they should constantly and publicly be disagreeing on the will of the spirits. Such a thing would be untenable, especially in the face of organized holy order wise men who can back up their claims with magic.

Also, regarding the chronic lying, hasn't that been practiced by countless people throughout history and in all cultures in the form of fortune tellers, hand readers, mediums, snake oil vendors, cult leaders and who knows what else? And isn't endless and consistent lying to get through life more easily, even without any supernatural flair, something seen so frequently it may as well be considered an integral part of the human experience?


Are they often backstabbed and sneaked upon by people who pretend to be their friends then?


Wait, is Rahu Bay salt water? Or do you mean naval power on a small enough scale that naval warfare on a lake will be an actually important facet of life?

Oh no. Does this mean the People have a reputation for being flaky and unreliable?


So in theory we could use all the pearls we buy to dominate their politics according to their own laws? I don't even want to know what crisis we would start if we learn how to cultivate pearls with our own shell aquaculture.


What exactly is considered magical there? Or in other words, what animal-related tricks and wisdoms do our traders see, get impressed by, and report back home that lets our shamans decide "The people of the Northlands are well versed in magicks of Bonds and Beasts"?
If you don't want to spoil the mystery by downright stating the science behind what they are doing, feel free to only tell us how what they do appears to a member of our tribe.

Huh. Is every veteran member of the holy orders a shaman then? I thought that it was simply that they had many shamans among their numbers and following things they learned there but that at least a plurality were still just elite warriors or hunters with magical blessings and such.

I think I have a wrong picture when it comes to the various shamans and their functioning in our society. I thought that the majority of them were just "wise" people who, when they speak about the spirits, have others listen to them, for a variety of reasons. And that messages from the spirits can take many forms, from actual hallucinations, over vivid dreams and natural omens and bone-throwing style rituals interpreted as was taught by older shamans, down to made-up opinions, delusion and simple bullshitting.
Rome

Early Rome expanded very very VERY slowly, compared to its neighbors. But it then got sucked into a cycle of expanding rapidly, until it couldnt take it anymore. First it collapsed into a monarchy, but the Emperors werent sure how to administrate such a large territory. They experimented alot with multiple emperors, until the west collapsed due to invasion.

The east continued for a thousand years more until it too collapsed due to so many invaders causing it to buckle under the pressure.

That and the Venetians. Fuck those guys.
 
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I'm fine with standardizing temples as long as we do it as part of dealing with a social problem. Given that we are partway though a mega-project intended to impose discipline on our hunters, I think we will be finding ways to use that fairly soon, especially if the hunt manifests as an upgrade to the already-maxed FAO.

Besides, it's much easier to keep building temples alongside settlements, since they only consume the much more specialized art slot rather than taking both regular actions AND the admin option, so we can settle without interrupting the 3-turn window.
Uh, you realize the Art slot is generated by a Hero? We lose those when the Art hero dies. We've been having a glut of heroes.


Anyway, temples do the following:
-Research. Priests/Shamans are the first Intellectual caste that emerges. In our case, this largely involves the Ember Eyes trying to burn things creatively, which is how we can crack smelting when they set the right rocks on fire and lead or silver comes out.

-Memory. Temples are how we remember things, in the form of stories in the oral tradition. The more expansive their infrastructure, the more effectively we use our priests and thus the better we keep records(and thus also figuring out writing sooner because of priests being tired of wasting their time remembering judgments).

-Healthcare. Both mental and physical healthcare are addressed by the shamans. While their methods are...erratic and sometimes counterproductive to individuals, the very factor of having someone paying attention to health means that the sick can be identified and isolated before a disease kills half the settlement, while having care and rest at all is the difference between an aggravated infection and a simple one.

-Culture. More cultural/religious development the more compelling our stories are to other parties and the less vulnerable to other civs doing wololo at us. At this tech level this largely just means we have more people studying the natural world, showmanship, etc, and thus are better off in a spoopy-off.

Its more of a preventative fix than a post-hoc fix really.
Is this based on previous games or have Tall civs with this specific behavior pattern actually existed in history? If yes, what was their real world incentive or cultural reason for being that way?
Both previous games(in the game its just a mechanical factor of standardizing infrastructure becoming exponentially difficult the more settlements you have) and IRL.

IRL wise, its actually more organic and thus messy but you loosely get this pattern:
-People expand explosively into floodplains or other unexploited region. They create settlements with minimal infrastructure and defenses.

-Culture and administrative stress splits them up into a sea of minor villages, before some ambitious guys decides they wants to be in charge of more stuff, and start stabbying the people who disagree. This is a pointless back and forth because its simply impossible to secure your gains, until someone builds a good and expensive stone/brick wall, giving them the ability to fight without protecting walled places.

-Then once someone obtains dominance, they soon find it more efficient to just expand their dominance, with only their capital being well developed.

-And then they run into nomads, bandits, plague, or rebellion, and shed their crappier settlements, before expanding again, having learned their lesson and building walls/wells/aqueducts/sewage/temples etc.
--Ultimately this means people identify a true town as having certain pieces of infrastructure. Which varies by part of the world.

This is sort of how the European Forts and Hill Forts became so prevalent, and also the Chinese City Walls. Its partly how churches and mosques become essential to a settlement's identity.
Infrastructure becomes standard despite the cost because stressors wreck those without the infrastructure.
The difference for us is...metaknowledge. We don't have to wait for a collapse to shrink the number of settlements we need to improve to a reasonable number. We can build stuff because we know it'd be useful despite the cost.
So on our part, brick walls, hills and standardized temples would make expansion slow and expensive, but unshakable.
Does automatizing infrastructure like that increase the costs of building a settlement as well? I mean, say we go through insane efforts and end up having a 5 meter ivory statue in every settlement for 3 consecutive turns. That doesn't mean that ivory will suddenly be free and easy to install in every new town, will it?

Or what about things like castles in the future? While I can see us having those in every important place at some point in the future, it neither makes sense for every pioneering settler to build a fortress first thing within the first 25 years of a town even existing, but neither does it seem sensible to have every single castle require a specific decision on our side forever just because one in 8 towns doesn't have one.
Its important to keep in mind that the FIRST structure is very expensive, but a big part of the cost is developing the professionals, tools and institutional knowledge to build such things.

You might want to google up Chinese city walls. They were standard to every city, and even towns had large walls. Same goes for Roman aqueducts. Ultimately, the cost is simply integrated into the FAR greater expense of moving a few hundred/thousand dudes into a new place.

Wait, are most shamans actually hallucinating or otherwise suffering from what in modern days would be considered a mental illness? I though those were just a subsection, with many others being simply well versed in some useful magic and/or have strong opinions on the will of the spirits and the charisma and intuitive insight to back it up. How exactly does one get recognized and nominated a shaman outside of holy orders? Who decides who to feed for free and who is just a useless fool with crazy ideas that don't make sense? I mean if our independent shamans are really just a bunch of crazies then they should constantly and publicly be disagreeing on the will of the spirits. Such a thing would be untenable, especially in the face of organized holy order wise men who can back up their claims with magic.

Also, regarding the chronic lying, hasn't that been practiced by countless people throughout history and in all cultures in the form of fortune tellers, hand readers, mediums, snake oil vendors, cult leaders and who knows what else? And isn't endless and consistent lying to get through life more easily, even without any supernatural flair, something seen so frequently it may as well be considered an integral part of the human experience?
There's always going to be some liars and frauds, but in the stone age they pick shamans based on the signs of the spirits having an interest in them and making them weird. This most commonly includes simply being homosexual, having a birth deformity, or a mental illness, but it can also include photographic memory, being lefthanded, or a rare eye/hair color mutation.

They however, do not disagree as often as you might think, because the previous shaman would take in these 'weird people' around or before puberty, and then spend the next 20 years teaching them how to interpret the spirits the 'right' way.
Or they die while doing one of the shamanistic initiations wrongly.

Keeping in mind many mental illnesses are heavily influenced by cultural context. Schizophrenics tend to hear voices about 10-20 degrees askew from the 'norm'(i.e. hearing angels or demons) rather than 90 degrees off. Doubly true when the theology includes a multitude of poorly understood spirits, some of which might lie to a prospective shaman, and some of which might be conditionally true.

Finally, being a shaman is not a desirable career path for normal people.
Most people like being part of the community. They consider having children important.
If you pretend to be a shaman candidate, then you're going to be hammered into a shaman whether you like it or not.
Or beaten to death.
 
Uh, you realize the Art slot is generated by a Hero? We lose those when the Art hero dies. We've been having a glut of heroes.
Sorry, I never played PoC and joined this quest during the age of kaspar. I though we just picked up an art slot somehow.

Still, my point stands in that building a temple alongside a settlment is still way easier than building a hill.
Uh, you realize the Art slot is generated by a Hero? We lose those when the Art hero dies. We've been having a glut of heroes.


Anyway, temples do the following:
-Research. Priests/Shamans are the first Intellectual caste that emerges. In our case, this largely involves the Ember Eyes trying to burn things creatively, which is how we can crack smelting when they set the right rocks on fire and lead or silver comes out.

-Memory. Temples are how we remember things, in the form of stories in the oral tradition. The more expansive their infrastructure, the more effectively we use our priests and thus the better we keep records(and thus also figuring out writing sooner because of priests being tired of wasting their time remembering judgments).

-Healthcare. Both mental and physical healthcare are addressed by the shamans. While their methods are...erratic and sometimes counterproductive to individuals, the very factor of having someone paying attention to health means that the sick can be identified and isolated before a disease kills half the settlement, while having care and rest at all is the difference between an aggravated infection and a simple one.

-Culture. More cultural/religious development the more compelling our stories are to other parties and the less vulnerable to other civs doing wololo at us. At this tech level this largely just means we have more people studying the natural world, showmanship, etc, and thus are better off in a spoopy-off.

Its more of a preventative fix than a post-hoc fix really.
All those are nice benefits, but I don't think it's worth tossing 3 free legitimacy and stability out the window to get those benefits everywhere a few turns earlier. We've been handed a license to pull at the seams of society while in the middle of a mega-project purpose build to do just that. Honestly, if i had thought of this before I might have advocated for overmaxing one of our values with the temple, but then again we really do need to deal with FAO.
 
Still, my point stands in that building a temple alongside a settlment is still way easier than building a hill.

Your point doesn't stand though. Temples are as difficult to build as Hills. Harder even.
They eat slots of the same rarity, but they consume more exotic stats.
All those are nice benefits, but I don't think it's worth tossing 3 free legitimacy and stability out the window to get those benefits everywhere a few turns earlier. We've been handed a license to pull at the seams of society while in the middle of a mega-project purpose build to do just that. Honestly, if i had thought of this before I might have advocated for overmaxing one of our values with the temple, but then again we really do need to deal with FAO.

False dilemma. We can spend those points of legitimacy as fast as we gain them, we've gotten one of those choices every two turns.

Also it just means we get Legitimacy every settlement instead and we can build Level 2 Temples too when needed.
 
So are the individual settlements pretty diverse when it comes to their identity then as they're a confederation? Also, while it seems like their model of government may be useful against hard power, as in another foreign power trying to conquer them, how susceptible would they be against more subtle methods of influence? For example, how hard would it be for us or someone else to peel away one of their settlements and make it break away from the Confederation.

There's not enough cultural stuff for them to be really divergent yet, but each Pearl Diver settlement would be significantly more different than say the Fingers and Crystal Lake are.

Peeling away cities from a tribal confederation is really easy. They may not even notice that you've done so. They're very loosely tied so as long as you don't lean on the converted city too much, it won't be noticed.

Was that what we were invited to speak at? As I doubt that they would make such a sweeping decision through the input of only one settlement.

You were invited to the annual gathering.

If the Island Makers were so successful at keeping the southerners away, how come it seems that the Island Makers constantly get beat up on by other civs such as how they were doing poorly against both the Hundred Bands and South Lake? I'm guessing due to building too tall they're not very populous and can't field as much warriors as everyone else right?

The Island Makers needed time to breath. The Hundred Bands and then South Lake were at their throats for centuries. They weren't doing bad, but they needed a gap to recover and then spread their wings. The last sixty years of peace have been put to excellent use by them. They needed it to really solidify their gains.

South Lake seemed pretty expansive though, considering what we see as their position now, and then their position at the mouth of the Valge River, which seems pretty far away from the location on the other side of Lake Veri.

South Lake was running hot on the collapse of the Hundred Bands. They managed to vacuum up most of their resources after you pushed the Hundred Bands to collapse. If they hadn't had an external enemy in you and the Island Makers, they likely would have been in trouble.

When you mean going to be everywhere, is this like Sea Peoples attacking the Bronze Age civilizations bad, or just a nuisance that will muck up trade routes and such?

Not nearly as bad as the Sea Peoples. They would interfere with your shipping and would likely start settling in inconvenient places.

How so? I mean, I assume getting tools to use granite would allow us to create greater constructions, but how would that change things like walls?

Granite is like.. 2, maybe even 3 times more durable than limestone. It's extremely hard to break. It would require advanced catapults or even trebuchet of some degree in order to break. Limestone walls would be vulnerable to early catapults like the onegar.

Huh...that's odd, I'm surprised the multiple other tribes accepted such an occurrence.

The weather and sickness were bad for them too. They wanted to rest as well and everyone's underestimating the Peace Builders because their compromise and consensus nonsense makes them come across as weak.

How exactly do you roll for that?

Smite dice. I have a number of dice I roll every turn that are basically: 'Does something go horrifically wrong this turn?' Disease, astrological phenomena, disasters; all of that's on there.

Hmmm...good point, has this happened yet at all for us?

Yes, but not in large numbers. The People are always on the look out for cheaters.

How many times would we need to take major projects such as that?

If you do for 3 turns after Aeva's death, the system will become incorporated as long-term technology.

How exactly did that part of our reputation translate? Like how often we take in people and such, as I don't think we've really refused any refugees so far.

It feeds into your spirits narrative. You can either be supportive and free with gifts, or vengeful and murderous.

What do the tribes that have known us for awhile, like the Peace Builders, Island Makers, and Arrow Lake think of us? I doubt they see us as spirits, right?

The Peace Builders are happy that you like listening to their stories even if they're disappointed that you don't seem to like them that much. They respect you for your strength, but also really appreciate that you're good neighbours.

The Island Makers treat you like a mudslide waiting to happen. You step softly, quietly, and hope you don't set them off. They plan on poking you in the future, but only in cases of grave importance.

Arrow Lake thinks you're weird. You're warlike and paranoid and they don't see the reason for it.

Is it because the Great River lacks suitable flat floodplains? Also when it comes to the Valge, in terms of its suitability for fertility and such, on a scale of the Tigris and Euprhates Rivers to the Nile/Yellow River, where exactly does the Valge fall? I doubt it floods as regularly as the Nile does.

It doesn't actually flood. The areas around the river are flat lands that used to be underwater during the last ice age. This has resulted in a relatively high level of soil quality and quantity, especially compared to other areas.

Are we advanced enough or canny enough to simply combine the Mica with say our pottery and then resell it to others such as Arrow Lake and the Pearl Divers?

Yes, but it's not enough to really change the trade balance. Most of the mica you have is used internal as whitewash mix.

Are those ever going to be shown on the map? And I assume that those types of infrastructures modify their stats right?

Irrigation and trails probably aren't. I don't want to add too much which then makes the map incomprehensible.

Those things do boost their stats.

What exactly does having us as their exclusive trade partners, and only trade partners, result in when it comes to our interactions and relations with them? Currently due to our central position, I'm assuming we might have a trade imbalance with them as we seem probably have more products to trade for their Lapis Lazuli right?

There's a trade imbalance, but the effects of it haven't really hit them. They have enough lapis luzili production that they can mostly meet their trade needs with you. Arrow Lake still has sporadic trade with the south (though they lose a lot of caravans to the Mountain Clans).

Good to know, I was just curious as I wanted to know if picking a specific crop, aside from having more of it proportionally, would make a difference for our agriculture overall, or to gauge how deeply you were judging things.

More crops is generally better. It broadens the nutritional component of the People's diet and it makes it less likely that crops will be destroyed by sickness or diease.

Also, to reiterate, how would we go about forcibly developing military techs for things like better bows?

Hunting and Raids. Tech develops as there's need for it.

Yeah, that sounds about right. Do they still have the Barrows/Mounds btw?

Yes.

When exactly was this?

I forget, early in Kaspar's time, I think?

That Blood Debt trait does not sound very beneficial, as I'm guessing things like debts and other things like feuds could be passed onto their kin right? What exactly is the benefit of that?

It ties families together more tightly. It's great a defining 'us' and 'them'. It also inspires them to greater heights by the need for revenge.

As for properly paranoid, yeah I'm not surprised they have this, but considering what they did, attacking so many others, are they really surprised that it came around to bite them in the ass?

In their minds they're the victims. The Neolithic's defined by a sort of in-group egocentrism.

How come the Tribe of the West pulled out? Also, are they considered part of "The South" that are warring with the Peace Builders?

They pulled out due to the weather and disease hurting them. They took one look at South Lake and thought, 'Eh, the demons from the north'll finish 'em.'

Joy, so I'm guessing that the Mountain Clans will try again against the Island Makers and Arrow Lake then?

Yes.

How likely are the Peace Builders to lose their gains absent outside intervention? Because that is a lot of enemies. I'm assuming the only reasons the Peace Builders are doing so well when a previous update mentioned them losing some of their territory, is due to the weather changes right? Either that or their enemies are that weak.

Hard to say. The Peace Builders are apparently doing better than anyone else who's come as far as they have, however.

Is it absolutely critical that we take the Southern Trade Mission for information right now? Such as if we don't take it, will the Peace Builders start to snowball? Meaning, would we be too late if we took a Southern Trade Mission say next turn?

You don't have to take it right now, but Aeva suspects that time is going to be important.

Noted...I don't remember ever hearing the St. Lawrence as being noted for its agriculture though.

There's a triangle along the St. Lawrence from Brockville in the south, Ottawa in the west, and Quebec City in the north that's filled with farms. Everything from wheat, corn, cattle, milk, potatoes, sweet pepper, etc. is grown there.

The entire area used to be one giant lake, Lake Champlain, during the last ice age and that's made the soil evenly distributed and relatively fertile. It's not as good as the Niagara Peninsula and southwestern Ontario (that is some of the best farmland in the world), but it's high quality.

So wouldn't it be essentially better to be wide rather than tall as that would give us more chances to discover tin? Considering we need tin for Bronze, that seems like a pretty good motivator to go wide before we start rolling for that. When does rolling for tin begin anyways?

Social organization is also extremely important. Technology isn't everything. Rome came to dominant the Mediterranean and it wasn't because of technology. They had a level of social organization and cultural values that propelled them to that point. There's an argument to be made that they were inferior technologically compared to Carthage or the various Greek petty kingdoms.

Is there a way to gain more actions?

Progressing to the Chalcolithic will give more actions. Advancing your Economic or Government system will also give more actions. Increasing your spawn rate for Heroes (by modifying your values) will also effectively give more actions.

So what is the incentive of going tall aside from not making it exponentially harder to get infrastructure?

Stability. Tall civilizations are far, far, far, far more stable. Venice, for example, existed as a powerful independent polity for something like 1400 years, at times dominating much of the eastern Mediterranean. China was a tall civilization and as such while it crumbled many times, it was never replaced. The Eastern Roman Empire was tall compared to the Western Roman Empire's wide and they were much more stable and wealthy as well as a result.

Wide civilizations fracture and collapse much more easily than tall ones. Wide civilizations are bigger, but much more vulnerable to war and natural disaster. Tall civilizations also tend to be more well developed, they're wealthier, more technologically and culturally advanced as well. They very much play the quality to a wide civilization's quantity.

Firstly, where is Manitoulin Island in all of this?

It's a peninsula. It's along the western side of Rahu bay. Manitoulin island and the other islands in the chain extend all the way back to what would be Saule Ste. Marie in the modern day.

Also, how does Hill Guard factor into all of this? Does it help with our efforts at controlling the bay? I'm guessing not enough.

It helps but it's not enough. It gives you an unassailable foothold, but it doesn't allow you to control.

How do we develop ports like the Island Makers and Pearl Divers have by the way?

You've been rolling for that innovation since you settled Hill Guard. You just haven't developed it yet. Do more fishing if you want to rush it.

Considering the fact that the Island Makers build tall, the Mountain Raiders are about to explode, and Arrow Lake is separated from the Flood Plains by a mountain range, would it not be easier for us to control the Flood Plains here compared to the Bay?

Yes, it's easier to control the east than the west. The lands south of Rahu bay are more fertile, however.

Ahh, okay then, good to know. Are there benefits to having buildings such as this last into later epochs like say the Medieval Era?

Cultural continuity. It's going to make your culture more stable and enduring over time. There's also Legacies available if you avoid collapsing.

I'm assuming money is not currency as that hasn't been invented yet, but instead trade goods?

Yes.

Are their side effects that are related to us having a cultural trade good being dominant that is unique from generating wealth? Such as does this give us more diplomacy or influence?

It counts twice for trade good generating Diplo. After currency is invented, it would give wealth.

Huh...that was more than I expected. So how do you determine if an Art Hero is a craftsman rather than say a shaman or something?

Now that you have Mysticism, those will start differentiating. Art before Mysticism wasn't complex enough to generate different types of heroes. Now Heroes will be one or the other (or for Double Heroes, potentially both).

Are certain actions and behaviors weighted in some fashion? For example, the fact that every time we've dealt with refugees we've always taken them in? Does that narrative come in the stats anywhere?

It does contribute to your stats as well. You haven't taken in refugees in a long time so most of that boost has burned off.

How much would actions like sharing our magic with Arrow Lake and the Pearl Divers help us?

At least 1 point.

Would going back to annihilate the South Lake Tribe help shore up our diplomacy?

After South Lake starts attacking the Island Makers, yes.

So assuming we succeed with repairing our relationship with the Northlands for killing their shaman, would that help? As it's not like we intended to.

It would help.

So assuming that our martial would the highest, it would've been siphoned off to buoy the rest of our stats then? How would that be seen narratively?

Warriors are being forced to give up their martial training to plug gaps in the People's resource base. This is immensely unpopular and makes the warriors quite mad.

Comparatively how do we look compared to everyone else? As I'm sure other tribes are more in the negative than us.

The other tribes don't have a Mystcism score so they're a bit better in that regard. Generally, their peak stats aren't as high as yours; they're more consistent.

How focused are rolls? Do you just roll for a region and then figure out or are rolls more narrow for certain events?

There's a general roll for the region i.e. China, or Western Europe, and then sub-rolls to flesh it out. For example, a plague happened and it started somewhere in France.

Well, guess it's time to change my vote, as it sounds like we're the access to salt for the others right?

Yes.

Good to know. So picking this won't upgrade a value or give us new ones then?

It will influence future values, however. Not ones right now.

By building on it do you mean accommodating them? As I'm not sure how egalitarian their society is in terms of outsiders, as I doubt they would like us speaking in their gatherings too often.

By doing this, are we welding ourselves to their side?

It's more that they don't have enough pearls to allow the 'right' people who 'should' be speaking at their gatherings to speak.

Every option, other than ignoring them, will push the Pearl Builders closer.

So we don't need to worry about anyone else taking the Cave of Stars anymore then?

Yes.

So did the map change recently to reflect that or has it always been this way?

I make corrections all the time, but I haven't retconned that much.

How did we gain the original information about this situation then? Mostly curious.

You don't, you heard everything second hand from the Peace Builders.

But even though it's rooted in perspective, would say the others like the Peace Builders acknowledge that we're at the top of the pile? As in, while the perspectives may change, would the overall list still be the same no matter who is looking at it in terms of order?

There's a general acknowledgement of who the top spots are, but not everything is clear to everyone.

Elk? So they don't have mastodons tamed yet?

Not yet.

Is this based on previous games or have Tall civs with this specific behavior pattern actually existed in history? If yes, what was their real world incentive or cultural reason for being that way?

This existed historically. Centralized civilizations (AKA: tall) tend to be much more cohesive, rich, technologically advanced, and better organized. The general trend was for an area to become dominated by an uncentralized group who were then replaced by a centralized power which could more effectively marshal its resources, or the uncentralized group fractured and then some of its fragments eventually became centralized.

The big example for this is Rome. As a whole it was decentralized, with the periphery existing solely as a form of extracted wealth for the center. It slowly broke down in multiple polities over time since the center could no longer adequately control and support all of the periphery states. The roman empire was eventually subdivided (Diocletian divided the empire in four) to make administration easier. Some of these fell, but the Eastern Roman Empire reorganized, centralized, and developed as a whole region and went on to outlast the rest of the empire by 1000 years.

Could you give some examples of what things like that we have been doing currently/lately? Also, how does that "consume" our magic stat? I thought that stat represents how comparatively advanced our knowledge is when it comes to impressive natural secrets.

Consume probably isn't the right word, redirected is likely better. What you're doing is having the Holy Orders act externally to shore up the People's reputation. To most people, it's extremely intimidating when an Ember-Eye starts a fire by pouring water on wood (they only use a little to dampen lime which then starts an exothermic chemical reaction). Creating the temple was also an exercise of magic (primarily masonry) to raise your cultural capital (diplomacy) among other tribes.

How does one "boost" intellectual capabilities with masonry and chemistry?

Making people interested in it. Holy Orders are basically using their magic to get kids interested in becoming part of their holy order. The kids growing up around this ubiquitously used magic makes them develop intellectually.

Does automatizing infrastructure like that increase the costs of building a settlement as well? I mean, say we go through insane efforts and end up having a 5 meter ivory statue in every settlement for 3 consecutive turns. That doesn't mean that ivory will suddenly be free and easy to install in every new town, will it?

Or what about things like castles in the future? While I can see us having those in every important place at some point in the future, it neither makes sense for every pioneering settler to build a fortress first thing within the first 25 years of a town even existing, but neither does it seem sensible to have every single castle require a specific decision on our side forever just because one in 8 towns doesn't have one.

Settlements are a bit of a misnomer. They're better thought of as 'the smallest centralized administrative unit'. Most of the People don't live in the settlements, but around them in very small communities. The actual settlement is only a fraction of a part of what goes into making a new settlement. Over time, the settlements will evolve to be provincial and regional capitals.

Does that mean that essentially only one Pearl Diver settlement has asked us to build salterns for them? Would doing so mean that the settlement closest to us suddenly becomes the richest and most important one of them unless they actually figure out how we built them those salterns and show it to their brothers further east?

The settlement where you'll build the salterns is the third one to the east. The westernmost Pearl Diver settlement actually only has brackish water (well, it's fresh or salty depending on whether the tide is coming in or out), The Pearl Diver's council as a whole is asking for your assistance. The individual settlement you help is likely to become more influential. There's degrees involved here though. The east produces a lot more food while most of their salt is produced in the west.

That sounds awfully familiar. But where's the human sacrifices, cattle slavery and xenophobic superiority complex at?

I couldn't quite fit that in with only six values.

Wait, are most shamans actually hallucinating or otherwise suffering from what in modern days would be considered a mental illness? I though those were just a subsection, with many others being simply well versed in some useful magic and/or have strong opinions on the will of the spirits and the charisma and intuitive insight to back it up. How exactly does one get recognized and nominated a shaman outside of holy orders? Who decides who to feed for free and who is just a useless fool with crazy ideas that don't make sense? I mean if our independent shamans are really just a bunch of crazies then they should constantly and publicly be disagreeing on the will of the spirits. Such a thing would be untenable, especially in the face of organized holy order wise men who can back up their claims with magic.

Also, regarding the chronic lying, hasn't that been practiced by countless people throughout history and in all cultures in the form of fortune tellers, hand readers, mediums, snake oil vendors, cult leaders and who knows what else? And isn't endless and consistent lying to get through life more easily, even without any supernatural flair, something seen so frequently it may as well be considered an integral part of the human experience?

A lot of what would be 'normal' shaman are being sucked up into your Holy Orders. A lot of your unaffiliated shaman have mental or physical disabilities because you currently lack enough resources to have 'normal' shaman. Shaman select and teach their own, while they might pick weird people, they could pick the lucky, the lame, the wise, those with positive traits, or others that don't matter like handedness.

To some extent, historically, mental or physical disability were signs of magic. For example, the words obsession is a cousin of possession and refers to the interference of demons on a person's psyche. Epilepsy used to be called the 'divine disease'. People with genu recurvatum were immortalized as monsters in many cultures. Individuals with William's Syndrome inspired tales of changlings or fey.

People faking to be spirit-touched does happen. If you want power, though, why not get yourself elected to be a representative of a longhouse? Shaman are respected, but they're not well-liked. If you lie about being spirit-touched, and you're caught, then you're quite likely to get beaten to death.

Are they often backstabbed and sneaked upon by people who pretend to be their friends then?

They think they are.

Wait, is Rahu Bay salt water? Or do you mean naval power on a small enough scale that naval warfare on a lake will be an actually important facet of life?

Rahu Bay is enormous. It's surface area is something like 15,000 km2​. You're in the Great Lakes region. There are some massive lakes; they're big enough to generate sea-like conditions. Travel on them can be quite dangerous, especially in storm season.

Oh no. Does this mean the People have a reputation for being flaky and unreliable?

More mercurial.

So in theory we could use all the pearls we buy to dominate their politics according to their own laws? I don't even want to know what crisis we would start if we learn how to cultivate pearls with our own shell aquaculture.

The crisis is more that they're running out of pearls to let them speak at their own government gatherings.

What exactly is considered magical there? Or in other words, what animal-related tricks and wisdoms do our traders see, get impressed by, and report back home that lets our shamans decide "The people of the Northlands are well versed in magicks of Bonds and Beasts"?
If you don't want to spoil the mystery by downright stating the science behind what they are doing, feel free to only tell us how what they do appears to a member of our tribe.

They've some how managed to make it so that the caribou they hunt don't run away. The sheer amount of frustration that caused among your hunters was humerous to behold.

Huh. Is every veteran member of the holy orders a shaman then? I thought that it was simply that they had many shamans among their numbers and following things they learned there but that at least a plurality were still just elite warriors or hunters with magical blessings and such.

Yes. Holy Orders are basically mystery cults so there's an enormous overlap between them and shaman or 'wise men' type rolls. Most people who're accepted into a holy order eventually transition to a shaman-like role.

All those are nice benefits, but I don't think it's worth tossing 3 free legitimacy and stability out the window to get those benefits everywhere a few turns earlier. We've been handed a license to pull at the seams of society while in the middle of a mega-project purpose build to do just that. Honestly, if i had thought of this before I might have advocated for overmaxing one of our values with the temple, but then again we really do need to deal with FAO.

If you wait on building the temples, all of the accumulated skills you've developed from building the first temple are going to disappear. They'll be forgotten. Do you want to try replicating them in the future, but at a time where you don't have an Admin/Art Hero? An Admin/Art hero is literally the ideal person to have organizing this and the only reason it was possible at all. The only one better would be a Genius and you don't have access to them yet.
 
Say, on the Pearl Divers, wouldn't a suitable "Alternative mode of payment" be a semi-permanent seat for a representative at their councils? Since they accept payment to speak, after all, we can 'return' the pearls by speaking often at their councils.
 
identified and isolated
Eh, ha ha?
New Hypothesis for Cause of Epidemic among Native Americans, New England, 1616–1619
It was common practice for entire families to enter sweat lodges followed by immediate immersion in cooling streams and ponds; sweat lodges were considered vivifiers and cure-alls for illnesses, a practice that may have reexposed the already ill to contaminated water.

I'm having trouble finding if any Native Americans had the concept of quarantine pre-contact, but IIRC, it wasn't a common concept exactly.
More often, the response was like gathering around the EOD guy to offer him moral support when mine-clearing. Epidemic disease just wasn't enough of a problem.

But with more domestic animals and presumably more diseases resulting, we ought to learn better.
 
Your point doesn't stand though. Temples are as difficult to build as Hills. Harder even.
They eat slots of the same rarity, but they consume more exotic stats.
Hills take 2 actions, temples take 1. Also, temples are admin and art while hills are admin only.
False dilemma. We can spend those points of legitimacy as fast as we gain them, we've gotten one of those choices every two turns.

Also it just means we get Legitimacy every settlement instead and we can build Level 2 Temples too when needed.
Then you have nothing to worry about, because we'll always have opportunities to spend and replenish legitimacy.

And isn't the point of going tall to not build settlements?
If you wait on building the temples, all of the accumulated skills you've developed from building the first temple are going to disappear. They'll be forgotten. Do you want to try replicating them in the future, but at a time where you don't have an Admin/Art Hero? An Admin/Art hero is literally the ideal person to have organizing this and the only reason it was possible at all. The only one better would be a Genius and you don't have access to them yet.
Well in that case sure, we should be building temples frequently enough not to lose them.

Just to be clear, I don't even object to building a temple next turn, since we have 2/3 stability. I just don't think we need to rush temples in every settlement immediately.
 
Eh, ha ha?
New Hypothesis for Cause of Epidemic among Native Americans, New England, 1616–1619


I'm having trouble finding if any Native Americans had the concept of quarantine pre-contact, but IIRC, it wasn't a common concept exactly.
More often, the response was like gathering around the EOD guy to offer him moral support when mine-clearing. Epidemic disease just wasn't enough of a problem.

But with more domestic animals and presumably more diseases resulting, we ought to learn better.
Still an improvement actually. It takes out the local chunk but is isolated from the greater tribe.

Like I mentioned there, they can take outright counterproductive actions and still be a net gain. Its hard not to beat the sick going about daily tasks normally
Hills take 2 actions, temples take 1. Also, temples are admin and art while hills are admin only.
Temples take 3 actions actually, but thats the Megaproject version.
We don't know what the normal temple takes yet, but taking Hill as a template it should actually be 2 actions total.
And isn't the point of going tall to not build settlements?
This is incorrect. Going tall means you make sure you fill up all your infrastructure before expanding again.

I.e. we do something like:
1) Settlement 1
2) Settlement 2
3) Invent Tower in Settlement 1
4) Build Settlement 2 Tower
5) Settlement 3, Free Tower
6) Invent Hill in Settlement 2
7) Build Hill in Settlement 1
8) Invent Temple in [New Site]
9) Build Hill in Settlement 3
10) Build Temple in Settlement 1
11) Build Temple in Settlement 2
12) Build Temple in Settlement 3
13) Build Settlement 4, Free Tower, Free Hill, Free Temple
 
whelp time to build tall then, I want the mega projects for the hills and temples done as fast as possible, this would give us allot of stability and legitimacy...and then slowly grow outward, not wide but tall enough that we start to slowly grow and expand.

were going to need allot of good food however, so next turn we might have to get one settlement to secure a good region for food growing and then lock down growing tall. maybe this would be feasible or maybe not...just hoping it would be because I want us to be strong enough that no one wants to mess with us, and if everyone weakens from the chaos that we can take advantage of? eventually creating a Neolithic empire one day? heh...also when will we be rolling for copper?
 
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