From Stone to the Stars

Yeah, that seems critical. How many more turns will go by before temples are available again? Maybe switch that out with the dog training in Veekie's plan.

Thats a 1 action to lock.
Dump study travel(since both are art) if you have to prioritize the two. I'm mainly emphasizing that its a useful and timely action, not that temples are a bad choice.
 
@Redium Sorry for bombarding you with questions all the time. And I have to say sorry up front for not having read all of @Japanime's questions since I just got off work and don't have the time right now (they seem to be a lot). I'll ask a few questions now and then I'll try to make a consolidated list of all of the outstanding ones once I get on a real PC.

Embellished heavily, they quickly took route as dark rumours; implications of evil spirits, possession, and deeds of fell black magic paralyzed the People.
Do the People talk at all about how amazingly Brother Wolf came to our aid? I mean wild wolves from the Northlands aiding us in warfare after hearing the agitation from our own wolf-dogs can only be considered a direct blessing from our gender-ambiguous goddess. And together with the aid of the fanatical Peace Builders I don't see how it could be interpreted any differently than the Northlands being possesed by demons that even the spirits themselves oppose and detest, placing us clearly in the right.
Effects: Morale penalty for facing Northland ???? doubled, research into ???? slowed.
Are the two instances of "?????" referencing the same thing? Even if we don't know how to rationally call the thing we fear, we should still know if our people fear looking into the same thing that hounds them up North or if they are afraid of two different tangentially related things.
Value Upgraded: Stone-Skinned -> Terrestrial Fetich
Does this still incorporate the same amount of defensive bonuses or did that get downgraded when it became more general?
Cons: Increased ritualization
What does this con entail? I would think slower research, but the main text already mentions that the People are aware they don't always know how to shape the earth to channel the spirits within, only that it is possible in general principle. So they shouldn't be against trying new stuff constantly when unsure. The only drawbacks I see is that our people may not be able to build a simple stone outhouse or irrigated field without shamanistic blessings and that any new land management or construction related experimentation has to happen based on spiritual observations. But since Science is not a thing yet, the latter seems like it would be the case anyway.
Actions that could be locked in this turn: Expand Hunting
What exactly does it mean for Expand Hunting to be locked in? Are our people then always looking for new places and new methods on how to hunt? Does that have repercussions in the long term? Also, how will you handle the parenthetical part of that action once it is locked in? Will we gain new actions to focus on Dogs/Orkers/Traps/Herds/Prize? Will we be able to choose what our hunters concentrate on with their automatic action each turn? Or will only the specific type of hunting focus we choose last be locked in, with us keeping the option to Expand Hunting even further on the subjects that didn't get locked in?
Arrow Lake has offered a limited defense pact.
Is it bilateral? Would we be expected to attack the Mountain Clans in the next couple of turns or otherwise be considered unfaithful to our defensive pact, tanking our diplo even more?
Automatic Actions: Trade (Arrow Lake, Northlands, Pearl Divers)
If we are at war for 3 generations, does that permanently remove the locked trade with them? Would make sense.
On that note, what is the repercussion for being at war with someone for 3 consecutive turns with no clear resolution in sight?


Lastly, when is the orker breeding vote coming up? A while ago you mentioned we would do it very soon, so I'm not sure if you forgot to put it in this turn or if I simply misremember.



Damn, we got a nasty fear of cavalry even if the dogs are super effective on them.
@veekie Are you sure that our malus on studying is for cavalry in general? I don't see why Northern man-beast demons terrorizing the righteous People would suddenly discourage them from trying to tame, train and mount an orker into battle. It would seem nothing like the centaur madness from the scary stories. And we already don't have a fear from being considered man-beasts ourselves by others, what with many enemies not knowing when the thing attacking them is human and when wolf. I mean, what do you think the Northlanders opinion on wolves is right now? They are probably going to get hunted to extinction in a megaproject up there now or something.
 
Orker rodeo fits our values.
Trying to rodeo -taller-than-a-man megafauna seems like a good way to LOSE interest in cavalry (as well as many, many lives, in both participants and spectators). Also, it doesn't really fit with the "innovation by necessity" model. There is no tangible benefit, no way that the idea of cavalry alleviates this problem.


Even if it did work, it would also require that we actually take Orker Rodeo regularly enough that people don't forget it. Which in turn is just more actions in a time where actions are at a premium.
Yeah, that seems critical. How many more turns will go by before temples are available again? Maybe switch that out with the dog training in Veekie's plan.
Even if temples weren't an option, we still shouldn't do study travel right now.
 
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[ ] [Recall] No
[ ] [Value] Yes
[ ][Action] Raid(Northlands)
[ ][Action] Expand Hunting(Dogs)
[ ][Admin] The Hunt
[ ][Art] Raise Temple (Crystal Lake)
[ ][Tribute] Megaprojects

Something like this for me.
 
A hill at Fingers would be worthwhile.

[ ] [Recall] No
[ ] [Value] Yes
[ ][Action] Raid(Northlands)
[ ][Action] Expand Hunting(Dogs)
[ ][Admin] The Hunt
[ ][Art] Study Stone
[ ][Tribute] War
 
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[ ] [Recall] No
[ ] [Value] Yes
[ ][Action] Raid(Northlands)
[ ][Action] Expand Hunting(Dogs)
[ ][Admin] The Hunt
[ ][Art] Raise Temple (Crystal Lake)
[ ][Tribute] Megaprojects

Something like this for me.
I guess I could see myself going for that if veekie is right and Megaproject tribute only did hunting last time because we needed food. That'll be a 4th question for @Redium then.
 
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Wow, i bet we got all the crit fails with the Northland visit...

You were actually doing fine until you discovered the Northland's cavalry. Your reception roll was mediocre, low enough that violence was provoked, but not a complete massacre. The actual fight was inconclusive with casualties on both sides. Then you rolled for your reaction to their cavlary. Natural 1. Err... was it really that bad? Next roll: 11. Roll after that: 5. Yes, it was that bad.

@Redium
Do we have any idea what such a resultant combination would look like?
Does it favor one side or the other?

The resulting value would likely combine Wondrous World's appreciation of the Natural World with Terrestrial Fetich's appreciation for the artificial. It would double down on the 'improve Wonder' aspects of both values and tie 'resources can be improved by work and effort' to the 'need to control Wonders' as well.

It's a pretty solid upgrade all around; the traits evolved to be quite similar so there's already a lot of overlap. The biggest consideration is actually what happens to the empty Honour Value once Terrestrial Fetich is vacated from it.

How badly did we roll here @Redium

Would we have been better off not bothering?

Nah, you were fine until the dice screwed you at the worst possible time.

How exactly do we remove this? I'm assuming if we kick the crap out of them and win, that this will go away as we would be humbling them? @Redium

Smite the Northlands and break them in war. Alternatively, capturing some of their cavalry or managing to develop your own would likely eliminate the belief.

That was surprising. I guess they really are our friends. We can probably turn our attention eastwards after this seeing how the Peace Builders seem predisposed to liking us. I'd rather not turn that fanatacism on ourselves right now if I can help it. They are formidable right now seeing as they can field as many warriors as we can while still leaving a potent garrison force. I wonder if we can annex them or fuse with them in the future considering they already see us as cousins?

The Northlands really hammered on a lot of the Peace Builder's values when they attacked you after you tried to make up. You also happened to roll a Natural 100 when I checked for the Peace Builder's response.

Not sure if this will help with the issue of traversing the trails of the Northlands? Does taking this help improve methods of travel through technology or does it give techniques too? @Redium

Study Travel can improve techniques, methods, understanding; anything related to trouble. If you develop an innovation, it's likely going to be the most applicable one to your situation. Whatever that is.

This is a tempting option seeing as it only takes one point. If we take this option, will it lock down building fire relays between settlements? As this seems similar to a hill in some respects. So if we take this and don't build a settlement in three turns will this become locked in? @Redium

Nope. You need to start working on your trails to get it locked in.

9 or 12? The heck? Will taking this action in small increments provide bonuses?

The bonus is incremental, but there's thresholds at 50% coverage, 67% coverage, 75% coverage and 100%+ coverage that give larger bonuses than you would expect.

The 'or 12' part of the action refers to whether or not you include the Cave of Stars in the calculation. Normally, a new settlement will require 3 trails to be considered 'fully supplied'. The Cave of Stars is kind of, sort of a settlement and kind of sort of not.

Does it matter which hunting action we specify?

No.

So if we win the war and make peace with the Northlands, assuming we don't assimilate them, will trade with them still be locked or not?

Depends how long you take and depends how the war shakes out. If the Northlands leave (and that is an option), then trade will cease. If you win and return to status quo ante bellum, trade resumes. If you manage to extort tribute or vassalize them, the situation changes again.

Do we have to do anything on our part to accept any of these offers? @Redium

No.

Also, what are the benefits from being settled again as we haven't yet seen what it does since it replaced semi-nomadic?

There aren't any benefits yet.

In real life, being a nomad is better than being settled. People only stop becoming nomads because they fill up all the land that's available and require more food that the land naturally produces. If the population drops, then people will start being nomads again. IRL, it took a period of 3,000 years for agriculture to really predominate over nomadic lifestyles.

What being settled gets you is that eventually you can build on a significantly larger scale. At that point you can simply crush the nomads under the weight of your civilization. The difficult part, of course, is getting there while nomads have better early game advantages.

As for the raid action, I have instead chosen to use our tribute option, war, to have us use that go raid the Northlands as they are the only real option for fighting this turn.

If you don't pick any Hunt actions this turn, that means you abandon your megaproject and that causes Bad ThingsTM​ to happen.

Also, to @Redium , my only really essential questions are 1)does megaproject tribute also work on temples and hills? 2)does the price of organization projects rise with more settlements? and 3)where did the 2 extra actions in 16.1 come from?

The Megaproject Foci will build temples and hills if there is no active Megaproject. This can be bad since Extended Projects tend to be expensive in terms of food. Your vote for last turn technically didn't set the Hunt as a megaproject (that was me being generous/your Admin hero fixing it), you technically should've farmed twice instead. That would've caused issues for you though due to lack of food supply.

-Their cavalry is not widespread. You can ride caribou, but only the very largest beasts(usually the top stag) are ridable by adult men, though its also likely that the Northerners are genetically disposed to smaller sizes due to the colder climate.

The Northlanders are really, really small. The average man is only 5'1" at most. It's not hard to find caribou big enough to ride due to that fact.

I mean, considering we've traded with them for generations, we should be able to narrow down where their general camp locations could be based on past encounters. At least I hope so, otherwise this may take awhile.

You know where they're main summer camp is located; it's on the map.

Good point. I guess we'll have to find out if they've simply tamed the caribou or domesticated them. Hoping for the latter, at least for our sake.

As far as your traders know, the Northlanders never rode caribou before this generation (turn). Whatever they're doing, it's new.

Do the People talk at all about how amazingly Brother Wolf came to our aid? I mean wild wolves from the Northlands aiding us in warfare after hearing the agitation from our own wolf-dogs can only be considered a direct blessing from our gender-ambiguous goddess. And together with the aid of the fanatical Peace Builders I don't see how it could be interpreted any differently than the Northlands being possesed by demons that even the spirits themselves oppose and detest, placing us clearly in the right.

This ties into why you've decided that the Northlands' man-beasts are inhuman demons. Yes, you have the blessings of the spirits, that also means that the spirits think you need their blessing to have a fair shot at winning. The (small) downside of Trial By Fire is that if things go generally, bad but there's a silvering lining to that dark cloud, it makes the People question how bad the disaster is going to be if the spirits start helping them through it instead of testing as they should.

Are the two instances of "?????" referencing the same thing? Even if we don't know how to rationally call the thing we fear, we should still know if our people fear looking into the same thing that hounds them up North or if they are afraid of two different tangentially related things.

???? is the same thing.

Does this still incorporate the same amount of defensive bonuses or did that get downgraded when it became more general?

The defensive bonus is still the same magnitude.

What does this con entail? I would think slower research, but the main text already mentions that the People are aware they don't always know how to shape the earth to channel the spirits within, only that it is possible in general principle. So they shouldn't be against trying new stuff constantly when unsure. The only drawbacks I see is that our people may not be able to build a simple stone outhouse or irrigated field without shamanistic blessings and that any new land management or construction related experimentation has to happen based on spiritual observations. But since Science is not a thing yet, the latter seems like it would be the case anyway.

Ritualization is sort of a double-edged sword. Instead of simply executing a solution, you dress it up with stories, ritual, tradition, and other props to make it seem more impressive. To some extent this is good because it promotes cultural memory and continuity. It can also be bad because ritual can be choking an sufficating.

To use a very extreme example: WH 40K and pretty much everything the Techpriests do would be reflective of massive ritualization.

What exactly does it mean for Expand Hunting to be locked in? Are our people then always looking for new places and new methods on how to hunt? Does that have repercussions in the long term? Also, how will you handle the parenthetical part of that action once it is locked in? Will we gain new actions to focus on Dogs/Orkers/Traps/Herds/Prize? Will we be able to choose what our hunters concentrate on with their automatic action each turn? Or will only the specific type of hunting focus we choose last be locked in, with us keeping the option to Expand Hunting even further on the subjects that didn't get locked in?

Hunting being locked in means that the People will execute a hunting expansion each turn. They'll essentially look for new ways to hunt and expand their take.

Focusing on a specific subset doesn't actually have a mechanical effect. Hunting: Dogs and Hunting: Traps will feed the People just as equally. Where it differs, however, is when it comes to the narrative and future development. Hunting: Dogs would improve your animal husbandry while Hunting: Traps would improve the People's technical skill.

Is it bilateral? Would we be expected to attack the Mountain Clans in the next couple of turns or otherwise be considered unfaithful to our defensive pact, tanking our diplo even more?

Yes. Arrow Lake's pretty unlikely to call on you, the Mountain Clans aren't doing so hot. You can check the Leaderboard on post 2 to see how things have changed.

Lastly, when is the orker breeding vote coming up? A while ago you mentioned we would do it very soon, so I'm not sure if you forgot to put it in this turn or if I simply misremember.

~8 or 9 turns.

@veekie Are you sure that our malus on studying is for cavalry in general? I don't see why Northern man-beast demons terrorizing the righteous People would suddenly discourage them from trying to tame, train and mount an orker into battle. It would seem nothing like the centaur madness from the scary stories. And we already don't have a fear from being considered man-beasts ourselves by others, what with many enemies not knowing when the thing attacking them is human and when wolf. I mean, what do you think the Northlanders opinion on wolves is right now? They are probably going to get hunted to extinction in a megaproject up there now or something.

The Debilitating Belief applies to researching cavalry.

The Northlands do not like wolves. At all. But they don't have a debilitating belief towards them.

Trying to rodeo -taller-than-a-man megafauna seems like a good way to LOSE interest in cavalry (as well as many, many lives, in both participants and spectators). Also, it doesn't really fit with the "innovation by necessity" model. There is no tangible benefit, no way that the idea of cavalry alleviates this problem.

You're totally going to start doing this, at some point. It's promoted by I Want To Be The Very Best, Trial By Fire, and Flat Arrow Outlook.

It's exactly the type of stupid, boneheaded thing that someone would look at and decide to make it a sport to show off how tough and manly they are. I mean, people today not only ride bulls, but fight them too!

I guess I could see myself going for that if veekie is right and Megaproject tribute only did hunting last time because we needed food. That'll be a 4th question for @Redium then.

Megaproject policy hunted because you needed food and it synergized well with The Hunt megaproject.


Please, for my Sanity VOTE BY PLAN!

Voting is Open!

Should the People pull their workers back from the Pearl Divers, freeing up young men, skilled labour, and Ember-Eye overseers?


[ ] [Recall] Yes
[ ] [Recall] No

Value Synergy Detected: Wondrous World + Terrestrial Fetich. Combine Values?


[ ] [Value] Yes
[ ] [Value] No

Actions (Pick 2 and a Tribute Focus + 1 Admin and 1 Art)


Annual Festival [Art] - The People deserve to party! Build morale by opening up the stockpiles and having a night of feasts, dancing, music and fun.

Expand Hunting (Dogs, Orkers, Traps, Herd Animals, Prize Animals) [Martial] - Improve upon the hunting techniques of the People. Work to increase the amount of meat that is available to consume and empower the People. A risky activity and one that requires a great investment of skill and energy, this provides the largest gains of food.

Expand Agriculture (Quinoa, Gourds, Corn) [Admin] - The People have come to realize the bounty of the world is often not enough. They need to tame it and carefully manage the foods that are so important in sating their appetites.

Expand Aquaculture (Wild Rice, Mussels, Fishing) [Admin] - Most of the People live close to a river and are able to gather one of numerous sources of food. Often much easier to obtain than food from hunting and much less risky, these sources of food are much more vulnerable to shifts of the seasons and that of the weather.

Explore (Specify?) [Wonderful World] [Martial] [Diplomacy] - There is much to be found in the world. Countless things, often placed by the hand of the spirits themselves. It is up to the People to find them.

Found Settlement (includes: Brick Wall, Shrine, Sugar Shack) [Terrestrial Fetich] [Admin] - While the People build homes where they will, often where food or resources can easily be found, these places are settled without organization or care. By founding a formal settlement, it becomes possible for central authority to exert itself before the People become too fracas. (Requires: 2 tiers of Econ and excess population. Available locations: North Bay, River Fork, River Bend, Wide River. 1 settlement possible to found.)

Manage Forests (Sugar, Timber, Medicine, Gathering) [Wondrous World] [Admin] - While the forests provide the least of the People's food, they have provided that which is most useful. Sugar is wonderous in taste and highly sought after as a trade goods. Evergreen tea soothes aching bodies and quiets headaches. There is much to be found in the unknown, perhaps rare, but of significant value.

Promote Folk Wrestling [Flat Arrow Outlook] [Martial] - The People are fracas and have a tendency towards physical confrontations and violence. By carefully channeling this tendency, it's possible to develop further skill at war and turn hunters into skilled and deadly raiders.

Raid (Target?) [Flat Arrow Outlook] [Retributive Justice] [Martial] - The hunting of beasts turns now into the hunting of men. Strike down those who oppose the People so that we may be kept safe.

Study Travel [Wonderful Word] [Art] - Invest time in learning how most effectively to travel. The world is harsh and strange, learning how to traverse it will save the People much in effort and food.

Study Fire [Art] - The greatest and most capricious of spirits, fire is of immense use to the People. The recent discovery of lime and the founding of the Ember-Eyed has spurred substantial interest in developing understanding of this forceful spirit further.

Study Stone [Terrestrial Fetich] [Art] - A solid and stable spirit, the People have found numerous type of stone with different properties. How these properties can be best served to support the People is unknown. Learning to work the material will likely pay enormous dividends in the future.

Trade (Arrow Lake, Peace Builders, Pearl Divers, Island Makers, Northlands) [Wondrous World] [Diplomacy] [Martial] - It is clear that the People do not hold all that is significant within the world. There are other tribes that hold interesting, useful or beautiful objects. By offering up some as gifts, things that the People do not have will be provided in return.

Train Warriors (Warriors, Holy Order) [Flat Arrow Outlook] [Martial] [Admin] - The People have warriors well trained in the art of killing. By diverting more young people into these professions, preparations for war can be established. In a way, it is like knapping obsidian into a knife. An action that takes deliberation and planning, forethought, to be useful.

Prepare for Ordeal [Trial By Fire] [Admin] - The spirits test the People, always. These tests are ones that require careful preparation and forethought. The People will be prepared. A crisis well managed is a sign of spiritual favour, one that's botched causes the People to further suffer.

Tribute Foci

Defense - Walls, Defensive Structures, Trails, Folk Wrestling
Food - Agriculture, Aquaculture, Herding, Hunting
Magic - Study Fire, Study Stone, Study Travel
Megaprojects - Current Megaproject
Rural Infrastructure - Settlements, New Trails, Manage Forests
Spirits - Temples, Ordeals, Festivals
Urban Infrastructure - Temples, Walls, Festivals, Trade
War - Raids, Train Warriors, Folk Wrestling
World - New Trails, Exploring, Trade, Hunting

Megaprojects:

Artificial River [Terrestial Fetich] [Admin] (6 Actions) - Prerequisites not met.

The Dam [Terrestrial Fetich] [Admin] (6 Actions) - Inspired by the feats of ingenuity demonstrated by a large, but common, rat, the People have decided to emulate their creations on a more massive scale. By blockaded a river, it would be possible to accumulate an enormous amount of water, something that could easily be put to use.

The Hunt [Wonderful World] [Trial By Fire] [Flat Arrow Outlook] [Martial] [Admin] (2/5 Actions) - The call of the hunt is a grand and beastly instinct. Long have the People felt the thrill of the chase. It is a solitary thing, one known only by hunter and the hunted. It is also an instinct out of place in this changing world.

The World, A Shield [Terrestrial Fetich] [Flat Arrow Outlook] [Martial] [Admin] (12 Actions) - Prerequisites not met.

The World in Miniature [Wonderful World] [Diplomacy] [Admin] (7 actions) - The world is a grand place, seemingly endless in scope. The People's exploration and search for wonders has pushed them to find a way to more effectively communicate discoveries with each other. Trail markers are a start, but they are not easily portable. More can be done.

A Temple, Grand [Terrestrial Fetich] [Art] (8 Actions) - Prerequisites not met.

Extended Projects:

Extend Fire Relay (Hill Guard) [Terrestrial Fetich] [Wondrous World] [Admin] (1 Action) - The Fire Relay has served as the backbone of the People's communication and movement between The Fingers and Crystal Lake for longer than memory. With the recent founding of Hill Guard, the vaunted relay no longer stitches the People from one end to the other. This oversight must be corrected.

Raise Temple (Crystal Lake, The Fingers, Hill Guard) [Terrestrial Fetich] [Wondrous World] [Admin] [Art] (2 Actions) - A ritual place where the spirits and those they touch can work. Special facilities for magic, resources, teachings and the spirits themselves are included.

The Hill (Crystal Lake, The Fingers) [Terrestrial Fetich] [Admin] (2 Actions) - A hill made by man. A simple construct, but one that greatly raises the defensive value of a settlement.

New Trails [Wondrous World] [Admin] (9 or 12 Actions) - Inspired by the Fire Relay, these small trails are cut into the innumerable forests that surround the People. Serving as akin to veins in the body, they promote the free movement of goods and people.

Actions that could be locked in this turn: Expand Hunting

Automatic Actions: Trade (Arrow Lake, Northlands, Pearl Divers), Expand Aquaculture (Rice, Fishing), Prepare for Ordeal

Note: You are At War with the Northlands. The Peace Builders have offered a full, unconditional Alliance. Arrow Lake has offered a limited defense pact. The Pearl Divers are watching their borders.
 
Right we need to not lose temple or hunting, dammit also need to finish off the northmen quick enough to get food supply surplus! As well as more food to survive the winters as well.
 
[]Plan Sacred Hunt
-[] [Recall] No
-[] [Value] Yes
-[][Action] Raid(Northlands)
-[][Action] Expand Hunting(Dogs)
-[][Admin] The Hunt
-[][Art] Raise Temple (Crystal Lake)
-[][Tribute] Megaprojects

With the WoG that megaproject tribute only did hunting because we needed to hunt for the project to work, I think we should go with this. Certainly, the defensive attrition from completing The Hunt will be invaluable in this war, given the enemy's mobility.

Yes, we lose the lock-in on quinoa, but that's only 1 action we spent on it so far, and we ARE locking in both hunting and a megaproject that boosts hunting, so I think we can deal when it comes to food for this turn.
 
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[X]Plan Sacred Hunt
-[X] [Recall] No
-[X] [Value] Yes
-[X][Action] Raid(Northlands)
-[X][Action] Expand Hunting(Dogs)
-[X][Admin] The Hunt
-[X][Art] Raise Temple (Crystal Lake)
-[X][Tribute] Megaprojects

Only issue I have with this plan is that Raise Temple seems like it won't be very useful for the war and can be done later.
 
[X]Plan Sheep
-[X] [Recall] Yes
-[X] [Value] Yes
-[X][Action] Raid(Northlands)
-[X][Action] Expand Hunting(Prize Animals)
-[X][Admin] The Hunt
-[X][Art] Raise Temple (Crystal Lake)
-[X][Tribute] Megaprojects

Our specialists are needed back home we are tight on resources and in a difficult war, the prestige and power show off from freely aiding the pearl divers isn't worth the risk.

As for hunting, prize animals is the most likely to drive innovation, both cultural and technical, and its an aspect of hunting that saw little practice amongst the people.

The hill is rather obvious, the fingers need all the protection it can get, more so when it's within Raiding range of the enemy.
Not to mention the show of might such a structure is, and the potential fir technical and cultural development, more so with the fusing of the values, which, combined with the magical wonder that is hills, should have some very interesting narrative implications.

Edit : temple shares some of the reasoning for Hill, and its an art project.
 
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Only issue I have with this plan is that Raise Temple seems like it won't be very useful for the war and can be done later.
It's an art slot. No matter what we do with it, it's probably not going to make that big an impact on this war. Veekie's plan to use study travel to learn cav as a concept won't pay off until the Orker breeding proc ~8/9 turns from now even if it somehow works.


The hill is rather obvious, the fingers need all the protection it can get, more so when it's within Raiding range of the enemy.
Not to mention the show of might such a structure is, and the potential fir technical and cultural development, more so with the fusing of the values, which, combined with the magical wonder that is hills, should have some very interesting narrative implications.
The hill is not an art project. If it was, i'd be doing that instead of a temple.
 
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Also, hunting with dogs on this turn specifically is very important for a reason. The Northlander riders are new to domestication, and we've already seen that their caribou still get spooked by dogs. When you combine Hunt(dogs) with The Hunt, which regiments our hunters and organizes them into a cohesive whole, the result is a screen of dogs and Fangs deployed to detect, spook, and drive away northland raiders.

The raid action then lets us move that screen forward to follow those retreating raiders back to their herds.
The Megaproject Foci will build temples and hills if there is no active Megaproject. This can be bad since Extended Projects tend to be expensive in terms of food. Your vote for last turn technically didn't set the Hunt as a megaproject (that was me being generous/your Admin hero fixing it), you technically should've farmed twice instead. That would've caused issues for you though due to lack of food supply.
How do we set it as an active megaproject if not by voting for it?
The 'or 12' part of the action refers to whether or not you include the Cave of Stars in the calculation. Normally, a new settlement will require 3 trails to be considered 'fully supplied'. The Cave of Stars is kind of, sort of a settlement and kind of sort of not.
And this here confirms what I was afraid of, going wide increases the cost of megaprojects. Definitely put me firmly in the tall camp.
 
[X] Plan Win the War
-[X] [Recall] No
-[X] [Value] Yes
-[X][Action] Raid(Northlands)
-[X][Action] Expand Hunting(Dogs)
-[X][Admin] The Hunt
-[X][Art] Study Travel
-[X][Tribute] Megaprojects
 
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