From Stone to the Stars

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.
Are there any tangible drawbacks beyond the risk of gaining a less well liked Honor Value (which is arguably balanced out by the the chance of gaining one that's just great)?
Where it differs, however, is when it comes to the narrative and future development.
I always cared about the narrative more than about the abstract mechanics. What would be the narrative of automatic Expand Hunting and could the specialized hunting flavors still be focused on after locking in Expand Hunting?
But speaking of mechanics, do locked in actions still produce the same amount of innovation rolls?
Please, for my Sanity VOTE BY PLAN!
Why and how does this actually make it easier for you? If anything, the mess of editing plans after others already voted on them and such should create more tally chaos than it fixes. And during this particular vote there seems to be several things that don't really depend or relate to each other.
 
How do we set it as an active megaproject if not by voting for it?

You have to start it. If you don't have a currently active Megaproject, the Tribute Focus will work on outstanding former Megaprojects (The Hill, Extended Fire Relay, The Temple). If there's not any valid options at all, whatever tribute you aloted gets lost due to corruption.

Are there any tangible drawbacks beyond the risk of gaining a less well liked Honor Value (which is arguably balanced out by the the chance of gaining one that's just great)?

No, but picking up a Value can really, really hurt, especially if its almost incompatible. Or if the value is simply undesirable to the thread. 1st level values also often tend to be pretty bad as well.

In PoC, votes pitched a fit at any of the Family-type values or things that contradicted the thought that the Ymaryn were perfect hippie elves.

I always cared about the narrative more than about the abstract mechanics. What would be the narrative of automatic Expand Hunting and could the specialized hunting flavors still be focused on after locking in Expand Hunting?
But speaking of mechanics, do locked in actions still produce the same amount of innovation rolls?

Yes to both.

Why and how does this actually make it easier for you? If anything, the mess of editing plans after others already voted on them and such should create more tally chaos than it fixes. And during this particular vote there seems to be several things that don't really depend or relate to each other.

Plans make it a lot simpler, especially if you have many possible conflicting options under one tag. For example, last turn your vote suggested that instead of The Hunt, you should've picked up a second Expand Agriculture (Quinoa) action, but you picked the Megaproject Tribute Focus. Since you wouldn't have had an active megaproject, that means you would've defaulted to building a Hill in the Fingers. This would've pushed you back to Edge of Hugner for food status and caused severe localized starvation in the Fingers and lesser starvation in Crystal Lake this turn due to raids from the Northlands. You would've been in really rough shape; negative Stability for certain.

For SttS, there isn't an explicit mechanical cost like in PoC, and thus it's much harder to collapse your civilization by accident with a bad plan, but it is possible to do serious damage to yourself or miss out on enormous opportunities. (Seriously, you guys have missed the options to vassalize the Peace Seekers and Mountain Clans so far.) A huge part of why PoC was so difficult to participate in before it was put out of its misery was because people had to carefully police their votes in order to get rid of bad options. There was an enormous amount of vote trading, strategic votes, and other shenanigans to make sure that you didn't die in a single turn. If you actually tracked what the voters as a whole voted for, it wasn't what they ended up getting.

Planning for anything beyond the next phase was basically impossible due to how much stats could fluctuate from empty to full. This encouraged voters to just throw down a couple votes for whatever they wanted with little thought. Either that or they were forced to rely on the few people who could comprehend the mechanics and make plans. It was basically plan voting by the end, except that the plan makers were always scrambling to try and twist the few new votes to eliminate options that would've screwed everything over right at the end.

In some ways, this makes PoC easier than SttS. In SttS, you're rarely limited in which votes you can take. At any time, you could take any option. In PoC, there was often only ever 2-3 things that were ever in contention; the rest was dictated by pure necessity and couldn't be changed. Without plans, SttS' votes will eventually fragment into tiny, tiny pieces as (hopefully) the number of participants grows and votes become more contested.

Vote by plan is the de facto end result of Civilization quests. There's simply too many options and too much math for things to be done otherwise. There's no (visible) math in SttS and you only have a few options, but the latter's going to change eventually. It's best to be prepared for that now instead of slowly sliding towards it during an uncomfortable transition that makes everyone on happy because no votes win and newcomers come in confused.
 
As a further argument against Study travel, consider the number of projects already on our plate. We have temples to build, farms to lock in, and roads to carve. Even if Study Travel somehow succeeds in getting us the idea to try that ourselves instead of something more immediately practical, we would then need to expend the actions to preserve that idea for the 8 turns needed to get our first Orker upgrade.

Meanwhile, a temple costs 2 actions and boosts our civilization for all of those 8 turns.
In PoC, votes pitched a fit at any of the Family-type values or things that contradicted the thought that the Ymaryn were perfect hippie elves.
Well, seeing that our current values include Flat Arrow Outlook, aka the "30% of men die of murder" value, I think we might be a bit less picky.
 
[X] Plan Win the War

Well, thats basically my plan to begin with :p
In it goes
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.

Though to emphasize the differences, 40K has it as a Post-Fall civilization where ritualization was needed to preserve operational knowledge when the facilities for preserving fundamental understanding no longer exists, while in a Stone Age civilization, ritualization is to preserve what DOES work, because the facilities for understanding doesn't exist at all.

Crude and inaccurate examples of IRL ritualization:
-Scattering beans at spring/autumn festivals to drive out demons -> Primitive nitrogen fixing, it improved crop yields when people did it the first time, so the ritual preserves that long, LONG past when people should have stopped, because it generates an irrational motivation to keep doing it.

-Human sacrifice of children or the elderly during the construction of important structures and projects -> Rationalization for scarcity management, non-productive members of society are ritually removed in a way which directs their unhappy family members to rage at the whims of the spirits rather than rage at their leaders, conditions DO improve afterwards by chance and by having to support less people.

People are very good at remembering rituals, and they're the very earliest forms of science.
Just that when later forms show up, the very thing which makes them so good(unthinking obedience to incomprehensible, beneficial action) hurts more reasoned methods.
But we aren't looking at more reasoned methods for thousands of years.
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.
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!

Basically this yeah. Riding a rampaging boar deliberately goaded into violence, and coming out alive is literally the sort of thing our culture glorifies.
We don't even need to take an action.
The first step is "that animal is huge, I'll now climb on its back to show brave, since the Northmen climb on animal backs". Thats what the Study Travel is for.

That it leads into cavalry down the line as people get better at riding giant angry animals is also gradual. The merely moderately reckless young men would start selecting for animals more accepting of being mounted(partly, because the more aggressive orkers will need to be killed as part of the rodeo, because they can't safely be dismounted after). The more crazily reckless young men would be developing their techniques for staying on a giant bucking monster.

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.
Alright, I'm all for it then.

As for the Honor value, I think you mentioned that the Trials revision is coming up, and we've also been building a LOT of megaprojects lately, so either one could play into it a lot.
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.
And also factoring in the giant eurasian steppes, where its just too dry to produce much food by agriculture, while being huge and easy to travel enough that the number of nomads that can show up vastly eclipses anything that even the largest settled civilizations an match.

It actually did wind up to the benefit of all those civilizations, since the threat of horde disruption keeps their arms race sharp rather than stagnating once total local control is achieved.
Sucks to be the ones who get reamed of course.
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.
Ah cool. Good to know.
Not much of a metric of food costs and status, though I THINK we're at a small surplus at present?
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.
Figured. Though even at 5'1" they'd need pretty large and docile caribou.

You have to start it. If you don't have a currently active Megaproject, the Tribute Focus will work on outstanding former Megaprojects (The Hill, Extended Fire Relay, The Temple). If there's not any valid options at all, whatever tribute you aloted gets lost due to corruption.
Small Big Man: "Build big things huh?" *Looks at his own longhouse* "Sure."
No, but picking up a Value can really, really hurt, especially if its almost incompatible. Or if the value is simply undesirable to the thread. 1st level values also often tend to be pretty bad as well.

In PoC, votes pitched a fit at any of the Family-type values or things that contradicted the thought that the Ymaryn were perfect hippie elves.
Generally speaking you always want higher level values over new values, but they also can create a dangerous level of focus and obsession. Striking a balance between synergistic values, and mitigating values is hard to do deliberately though.
 
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.

There was nothing really that we could've done there that would've helped the situation would it?

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.

Would the combined value still give us the bonuses it did before? Such as our artificial structures still getting bonuses or bonuses to augmenting terrain?

Also, not sure if you answered this before or not, but would the resulting fused value be one that is overmaxed? Like one we couldn't handle right now?

Also is there any way we could direct which honor value we pick up now that the slot is empty? Or would we simply take the first one we find? Like could we somehow adopt one of the Peace Builders values since we now have a free slot and their skalds are still running around?

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

Par for the course really, just hoping we get cavalry or more prestige out of this. Though having found out that the Peace Builders really are our allies is a convenient bonus since now our western flank isn't as important.

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.

Does it matter if we defeat the Northlands with the help of the Peace Builders? I know we obviously don't get the belief removed if say the Peace Builders do most of the smiting like they did this turn. I'm just curious as it's provably going to take our best along with good numbers to win a victory on the Northlands.

As for capturing their cavalry, is all we need one good rider? If so hopefully our dogs will help with that.

When it comes to developing our own cavalry though, would capturing a rider help with that even after we remove the value? As I doubt we're going to figure out Orker cavalry anytime soon.

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.

What does that mean for our relationship now? Since they apparently consider us as cousins. Do they expect us to reciprocate in the future such as in their wars to the South?

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.

So considering the fact that we are having trouble navigating the trails and lands of the Northlands, that would be the most applicable situation right?

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

How much percentage of trails do we need to get to lock it in?

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.

So when we pick trails does that apply said coverage equally across all settlements or would it focus on one settlement at a time?

Seeing the temple option, I'm guessing the Temple of Stars doesn't really add to locking temples in does it? Though I'm guessing if we built a settlement at river fork that it would automatically incorporate it right?

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.

When you mean leave do you mean permanently leave as in say far to the West? If so is ther anything we could do to prevent that?

Is restoring the status quo ante bellum that easy? Will they really forget this war and the reasons that caused it so easily?

How exactly would we vassalize them in this case and what would it entail?

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.

So does no bonuses right now mean just for this period?

Meaning will advancing into the chalcolithic or Bronze Age while being settled give us an advantage?

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

In that option I picked the hunt option for that turn. I just swapped out raid for quinoa while using the tribute for war.

The main thing I was not sure about was whether if we picked the Hunt this turn and the Megaproject tribute if that would complete the megaproject this turn. As I was thinking it would only get it towards 4/5.

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.

So do most of the current plans who have the Hunt as an action alongside the Megaproject tribute focus qualify? Also considering we have a small surplus I am guessing we don't need to worry about the food thing being an issue, especially as we have a normal hunt action as well?

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

So is our issue then just navigating towards it or what? Because if we know where their main summer camp is, what exactly is stopping us from raiding it? I'm guessing it's the guerilla ambushes of the Northlands combined with the many trails right?

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

Figures. Is that not factored into their prestige or martial score?

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.

Do we need to lock in each of the specific hunting actions later on to get said bonuses to expansion? And how will our hunt Megaproject help deal with this constant expansion as we know right now we are reducing our prey considerably.

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.

What happened to them? Did the Bond Breakers or someone else beat their face in? As I noticed the Bond Breakers situation hasn't continued deteriorating.

With the Mountain Clans not doing so well, will that accelerate then popping or slow it down?
Adhoc vote count started by Japanime on May 19, 2018 at 6:28 AM, finished with 2443 posts and 22 votes.

  • [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
    [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
    [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
    [X]Plan More food
    -[X] [Recall] No
    -[X] [Value] Yes
    -[X][Action] Raid(Northlands)
    -[X][Action] Expand Hunting(Dogs)
    -[X][Admin] Expand Agriculture (Quinoa)
    -[X][Art] Raise Temple (Crystal Lake)
    -[X][Tribute] Megaprojects
 
Though to emphasize the differences, 40K has it as a Post-Fall civilization where ritualization was needed to preserve operational knowledge when the facilities for preserving fundamental understanding no longer exists
I mean, they still EXIST. They just turn you into a gibbering mass of flesh for reading them.
Basically this yeah. Riding a rampaging boar deliberately goaded into violence, and coming out alive is literally the sort of thing our culture glorifies.
We don't even need to take an action.
The first step is "that animal is huge, I'll now climb on its back to show brave, since the Northmen climb on animal backs". Thats what the Study Travel is for.

That it leads into cavalry down the line as people get better at riding giant angry animals is also gradual. The merely moderately reckless young men would start selecting for animals more accepting of being mounted(partly, because the more aggressive orkers will need to be killed as part of the rodeo, because they can't safely be dismounted after). The more crazily reckless young men would be developing their techniques for staying on a giant bucking monster.
If it's so inevitable, then why do we need to burn one of our valuable art slots to get it NOW? What makes this opportunity for getting military tech that we can't even begin to touch for at least 8 turns, which is rolling against an explicit debuff against exactly this line of research, worth half a temple (and a full temple if Aeva lives one more turn)? Surely the establishment of a temple and the education it provides will lead to enough tech to make that worth it over 8-9 turns, along with the other benefits from temples, all of which will be helped by our new value.

And yes, we can just build a temple later, but then we could have build TWO temples.

Finally, if we don't drive them away, trade resumes, and we can just pick up the concept with our automated trade action(or they just become a tributary/vassal and we steal it more directly).
 
-Human sacrifice of children or the elderly during the construction of important structures and projects -> Rationalization for scarcity management, non-productive members of society are ritually removed in a way which directs their unhappy family members to rage at the whims of the spirits rather than rage at their leaders, conditions DO improve afterwards by chance and by having to support less people.

In Roman construction, there's actually been some suggestions in recent years that mixing blood into concrete made buildings more resilient. While the concrete is setting, blood, fat, and other animal byproducts will inadvertently be turned to soap due to the high temperature and pH of the resulting concrete mixture. This soap then boiled off throughout the setting process, creating very, very small air pockets inside the concrete. These air pockets actually made the concrete stronger and more weather resistant over all. Having some very small spaces within the concrete structure allowed it to flex and contract under loads, heat, wind, and other forces without over stressing and shattering.

When animal sacrifice fell out of practice, this technique was basically forgotten until the late 19th/early 20th century when artificial aeration of concrete was rediscovered. Animal sacrifice actually did make Rome's concrete better, people just dismissed it as paganism and didn't bother to understand why it was done. Not that the Romans actually understood themselves, of course.

There was nothing really that we could've done there that would've helped the situation would it?

No.

Would the combined value still give us the bonuses it did before? Such as our artificial structures still getting bonuses or bonuses to augmenting terrain?

Also, not sure if you answered this before or not, but would the resulting fused value be one that is overmaxed? Like one we couldn't handle right now?

Also is there any way we could direct which honor value we pick up now that the slot is empty? Or would we simply take the first one we find? Like could we somehow adopt one of the Peace Builders values since we now have a free slot and their skalds are still running around?

Yes.

Supremely unlikely.

Next turn you'll have a few options to chose from that will influence the new Honour Value you pick up. You'll have the chance to nick one from the Peace Builders or Arrow Lake, or come up with one on your own. Every option next turn will influence your new Honour Value.

Does it matter if we defeat the Northlands with the help of the Peace Builders? I know we obviously don't get the belief removed if say the Peace Builders do most of the smiting like they did this turn. I'm just curious as it's provably going to take our best along with good numbers to win a victory on the Northlands.

It doesn't matter if you have help as long as the Northlands are crushed.

As for capturing their cavalry, is all we need one good rider? If so hopefully our dogs will help with that.

It likely wouldn't be one rider, probably multiple. Every time you 'win' an encounter with the Northlands, you have a chance of losing your debilitating belief based on the dice.

What does that mean for our relationship now? Since they apparently consider us as cousins. Do they expect us to reciprocate in the future such as in their wars to the South?

Relations will likely improve. If you fail to help the Peace Builders with their southern war (provided they are the ones who are attacked first [they will be]), then you're going to burn a lot of bridges there. It won't cause them to attack you, but it will likely change the Skalds from trying to passively convert your Values to trying to damage your Stability actively through inflammatory rhetoric.

So considering the fact that we are having trouble navigating the trails and lands of the Northlands, that would be the most applicable situation right?

You're not having trouble navigating so much as the Northlands simply know the land better and are more tactically mobile. If you could come up with a way to increase your mobility, it would decrease a lot of the gap between you. It wouldn't eliminate it since they have home field advantage, but it would greatly narrow it.

How much percentage of trails do we need to get to lock it in?

67%

So when we pick trails does that apply said coverage equally across all settlements or would it focus on one settlement at a time?

I honestly don't track it that finely. Crystal Lake and Hill Guard are probably going to be the beneficiaries of trails first since that edge of the People is older, is usually under less threat, and would benefit more from increased interconnectivity.

Seeing the temple option, I'm guessing the Temple of Stars doesn't really add to locking temples in does it? Though I'm guessing if we built a settlement at river fork that it would automatically incorporate it right?

It does save you from having to build a Temple if you settle River Fork.

When you mean leave do you mean permanently leave as in say far to the West? If so is ther anything we could do to prevent that?

You can't prevent nomads from running away. You just can't run them down; you have supply lines while they do not. Most of the time, when nomads attack settled peoples, they take numerous loses and then bounce off, deflecting away to ruin someone else's day.

The only way to prevent them from running is crushing then fast enough that they're not tempted to run away. There's a level where they will continue to fight, but there's a 'we should really run now' between that and being destroyed/subjugated.

Is restoring the status quo ante bellum that easy? Will they really forget this war and the reasons that caused it so easily?

How exactly would we vassalize them in this case and what would it entail?

Restoring stats quo ante bellum is easy, just flail at each other for a little while with little progress to show for it. The Northlanders aren't going to forget the war, but they're going to realize that the two of you slaughtering each other is going no where. Feuds can last a long time, but everyone is familiar with taking a time out to lick their wounds.

Vassilizing them would involve either capturing their camp (a very good roll) or simply crushing their numbers enough that they can't run away (win enough opposed raid rolls in a single phase).

So does no bonuses right now mean just for this period?

Meaning will advancing into the chalcolithic or Bronze Age while being settled give us an advantage?

Yes.

Yes.

So do most of the current plans who have the Hunt as an action alongside the Megaproject tribute focus qualify? Also considering we have a small surplus I am guessing we don't need to worry about the food thing being an issue, especially as we have a normal hunt action as well?

You don't need to take The Hunt this turn to keep up the megaproject. If you take Expand Hunting, though, you can lock it in this turn.

So is our issue then just navigating towards it or what? Because if we know where their main summer camp is, what exactly is stopping us from raiding it? I'm guessing it's the guerilla ambushes of the Northlands combined with the many trails right?

The issue is guerrilla warfare. The Northlanders simply know the land better and are more tactically mobile.

Figures. Is that not factored into their prestige or martial score?

Check the leaderboard, the Martial rating did change and they've gained a trickle of Prestige. They would've gained more Prestige if the Peace Builders hadn't come in and destroyed all of their gains.

What happened to them? Did the Bond Breakers or someone else beat their face in? As I noticed the Bond Breakers situation hasn't continued deteriorating.

With the Mountain Clans not doing so well, will that accelerate then popping or slow it down?

The Bond Breakers got lucky! Somebody rolled up a Martial Hero just as they needed it and their rolls were really good this turn.

The Mountain Clans will instantly pop if their neighbours work together to try and attack them back. This isn't likely for the Bond Breakers because they're still locked in a death struggle with South Lake, but Arrow Lake and the Island Makers may decide to try and wipe out the Mountain Clans if they keep attacking.

If the Mountain Clan's neighbours don't attack them, they're likely going to bleed off pressure before popping later on.

Finally, if we don't drive them away, trade resumes, and we can just pick up the concept with our automated trade action(or they just become a tributary/vassal and we steal it more directly).

Do note: caribou are uncommon where the People live; you're just a bit too far south. The Northlanders are on the southernmost edge of the caribou's normal habitat range. Moose, elk, and white-tailed deer are much more common where the People live.
 
Do note: caribou are uncommon where the People live; you're just a bit too far south. The Northlanders are on the southernmost edge of the caribou's normal habitat range. Moose, elk, and white-tailed deer are much more common where the People live.
I'm referring to veekie's idea to use Study Travel to aquire and hold onto the idea of Cav until we eventually get controllable Orkers.
 
[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​
 
@Redium, you already mentioned that Hunting with dogs may lead to development in husbandry, and traps to technical innovation.
What would prize and herd animals be in that case?
New Hunting methods? Domestication? New crafts/goods? Cultural development? Something else ?
 
So does no bonuses right now mean just for this period?

Meaning will advancing into the chalcolithic or Bronze Age while being settled give us an advantage?
I'd note that you can't really advance into the Bronze Age as nomads. The Bronze Age is a terrible low point for nomadic civilizations because anyone who has the bronze weapons is going to slaughter them, and it requires fixed infrastructures to produce and maintain the stuff as you need substantial kilns to produce bronze as well as settled infrastructures to get the bronze mixes right..

It swings back up in the Iron Age since its vastly easier to loot or trade iron off settled civilizations, and you can maintain iron equipment fairly easily with a field forge.

Then it goes to hell once the gunpowder ages arrive.
If it's so inevitable, then why do we need to burn one of our valuable art slots to get it NOW? What makes this opportunity for getting military tech that we can't even begin to touch for at least 8 turns, which is rolling against an explicit debuff against exactly this line of research, worth half a temple (and a full temple if Aeva lives one more turn)? Surely the establishment of a temple and the education it provides will lead to enough tech to make that worth it over 8-9 turns, along with the other benefits from temples, all of which will be helped by our new value.

And yes, we can just build a temple later, but then we could have build TWO temples.

Finally, if we don't drive them away, trade resumes, and we can just pick up the concept with our automated trade action(or they just become a tributary/vassal and we steal it more directly).
Because cavalry is a critical arms race. Timing matters a lot with getting cavalry early in ancient warfare. The Northlands were focused on the tech and JUST got their first ridable units literally last turn.

However this conflict goes, the tech is going to spread, a lot. We don't want to be still puzzling it out when our neighbors figure it out, since cavalry is one of the ways to counter our fortifications, mostly by hitting everything outside them...unless you have your own cavalry and can counter-raid from your forts.

In this case, its inevitable because once we come up with the idea our own people are going to research it on their own.
But first they need to get the idea to jump on animal backs.
In Roman construction, there's actually been some suggestions in recent years that mixing blood into concrete made buildings more resilient. While the concrete is setting, blood, fat, and other animal byproducts will inadvertently be turned to soap due to the high temperature and pH of the resulting concrete mixture. This soap then boiled off throughout the setting process, creating very, very small air pockets inside the concrete. These air pockets actually made the concrete stronger and more weather resistant over all. Having some very small spaces within the concrete structure allowed it to flex and contract under loads, heat, wind, and other forces without over stressing and shattering.

When animal sacrifice fell out of practice, this technique was basically forgotten until the late 19th/early 20th century when artificial aeration of concrete was rediscovered. Animal sacrifice actually did make Rome's concrete better, people just dismissed it as paganism and didn't bother to understand why it was done. Not that the Romans actually understood themselves, of course.
Theres that, though I was actually referring to the Japanese practice(its tied to the Zashiki warashi legend, and theres a macebre local variation of the legend to 'anchor' the earth with blood to quell quakes, though the British made damned sure to bust it wherever they found it), not being familiar with the Roman ones.
You can't prevent nomads from running away. You just can't run them down; you have supply lines while they do not. Most of the time, when nomads attack settled peoples, they take numerous loses and then bounce off, deflecting away to ruin someone else's day.

The only way to prevent them from running is crushing then fast enough that they're not tempted to run away. There's a level where they will continue to fight, but there's a 'we should really run now' between that and being destroyed/subjugated.
Though if you get ridiculously lucky you can pincer them and the herd they follow on bad geography...usually they being the locals would not be so foolish as to move where they can be trapped.
Restoring stats quo ante bellum is easy, just flail at each other for a little while with little progress to show for it. The Northlanders aren't going to forget the war, but they're going to realize that the two of you slaughtering each other is going no where. Feuds can last a long time, but everyone is familiar with taking a time out to lick their wounds.

Vassilizing them would involve either capturing their camp (a very good roll) or simply crushing their numbers enough that they can't run away (win enough opposed raid rolls in a single phase).
And once trade resumes, the whole debacle has a chance of being unfucked by trade.
Just that everyone is too angry to talk right now.
The Bond Breakers got lucky! Somebody rolled up a Martial Hero just as they needed it and their rolls were really good this turn.

The Mountain Clans will instantly pop if their neighbours work together to try and attack them back. This isn't likely for the Bond Breakers because they're still locked in a death struggle with South Lake, but Arrow Lake and the Island Makers may decide to try and wipe out the Mountain Clans if they keep attacking.

If the Mountain Clan's neighbours don't attack them, they're likely going to bleed off pressure before popping later on.
Good timing for us in any case.
 
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You don't need to take The Hunt this turn to keep up the megaproject. If you take Expand Hunting, though, you can lock it in this turn.

[X]Plan More food
-[X] [Recall] No
-[X] [Value] Yes
-[X][Action] Raid(Northlands)
-[X][Action] Expand Hunting(Dogs)
-[X][Admin] Expand Agriculture (Quinoa)
-[X][Art] Raise Temple (Crystal Lake)
-[X][Tribute] Megaprojects

Megaprojects will keep the Hunt progressing, two food producing actions will give us enough food to grow our numbers and have enough warriors for the raid.
Temples are a place for teaching and will help our holy orders.
 
I'd note that you can't really advance into the Bronze Age as nomads. The Bronze Age is a terrible low point for nomadic civilizations because anyone who has the bronze weapons is going to slaughter them, and it requires fixed infrastructures to produce and maintain the stuff as you need substantial kilns to produce bronze as well as settled infrastructures to get the bronze mixes right..
Um, dude....




Bronze age nomads did plenty well for themselves. They had horses, their vicims didn't. Note this includes temporary invasions (Egypt and China).
 
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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

I like this plan as it should mean that it finishes to Megaproject (we're taking one The Hunt action, and tribute gives two actions), and does expand hunting which locks it in and notably we've been told taking dogs gets us another evolution/domestication point; and I imagine that both of these projects will improve our military power in general through dogs and better organization but also due to our Fangs Holy Order who'd benefit particularly well.

We also raid the Northlands to fulfill that obligation, which IMO should be more than sufficient given the advantages we have that are going to be amplified even more this turn. We also have the Peace Builders contributing heavily.

Finally it has us start raising a Temple, which is very important for us long term given our values and legacies that we possess as well as the benefits of the Temple itself. We need to start it this turn as we've been told that our current Art/Admin leader is ideal for the job and that she was responsible for innovations during the creation of the Temple for the Cave of Stars; and that these may be lost if she dies before we start another one. This is particularly a concern given the lengths of time the updates are, and how old she already is.
 
Because cavalry is a critical arms race. Timing matters a lot with getting cavalry early in ancient warfare. The Northlands were focused on the tech and JUST got their first ridable units literally last turn.

However this conflict goes, the tech is going to spread, a lot. We don't want to be still puzzling it out when our neighbors figure it out, since cavalry is one of the ways to counter our fortifications, mostly by hitting everything outside them...unless you have your own cavalry and can counter-raid from your forts.

In this case, its inevitable because once we come up with the idea our own people are going to research it on their own.
But first they need to get the idea to jump on animal backs.
But no matter what we do, we can't make any progress on the tech for 8-9 turns after we get the idea, which leaves plenty of time to get it anyway by developing rodeo on our own, stealing it from the northland if they get trapped and vassalized, or trading for it if they stalemate or leave and return.
 
[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
 
Yes.

Supremely unlikely.

Next turn you'll have a few options to chose from that will influence the new Honour Value you pick up. You'll have the chance to nick one from the Peace Builders or Arrow Lake, or come up with one on your own. Every option next turn will influence your new Honour Value.

So if we choose to pick up an honor value from the Peace Builders or Arrow Lake, do we get that value from its current stage of development or do we start at its initial stage?

So when you mean every option next turn, do you mean normal options such as choosing to farm or our admin and art options too? Or is there something different you had in mind?

It doesn't matter if you have help as long as the Northlands are crushed.

Good to know. So we need some kind of victory on their home turf no matter what? However I'm guessing a change back to the status quo wouldn't do it?

It likely wouldn't be one rider, probably multiple. Every time you 'win' an encounter with the Northlands, you have a chance of losing your debilitating belief based on the dice.

What is the chance? Like how low or high?

Relations will likely improve. If you fail to help the Peace Builders with their southern war (provided they are the ones who are attacked first [they will be]), then you're going to burn a lot of bridges there. It won't cause them to attack you, but it will likely change the Skalds from trying to passively convert your Values to trying to damage your Stability actively through inflammatory rhetoric.

What benefits do we get from these improved relations? Will our people and theirs start to see each other as close cousins or something?

When it comes to their Southern war will they let us know when said war occurs so that we help? I also assume when they mean help they mean us sending our warriors south right?

Will this be similar to with the Island Makers where they will likely support us logistically as I am assuming we are doing right now? As I don't think we can extend our supply lines that far south.

You're not having trouble navigating so much as the Northlands simply know the land better and are more tactically mobile. If you could come up with a way to increase your mobility, it would decrease a lot of the gap between you. It wouldn't eliminate it since they have home field advantage, but it would greatly narrow it.

So I'm guessing the Study Travel option would help us with that problem here?

Because I don't think we would be able to effectively win the war if we are forced to fight at the leisure of the Northlands who can disengage at the will.

So what exactly is stopping us from engaging them at their Summer Camp?

Because right now I see no way for us to effectively fight this for war and win it on their territory without any advances to our mobility.


I'm guessing that the number of turns to reach that would increase if we added more settlements?

It does save you from having to build a Temple if you settle River Fork.

So if we did build a settlement at River Fork, say we were in the process in locking in temples for all settlements, would build to by the river fork settlement reset that timer or not? I would be guessing not as once that settlement is built it would still count as all settlements having temples for said amount of turns right?

You can't prevent nomads from running away. You just can't run them down; you have supply lines while they do not. Most of the time, when nomads attack settled peoples, they take numerous loses and then bounce off, deflecting away to ruin someone else's day.

The only way to prevent them from running is crushing then fast enough that they're not tempted to run away. There's a level where they will continue to fight, but there's a 'we should really run now' between that and being destroyed/subjugated.

So we're essentially on the clock when it comes to defeating them right? Because as is I don't think we will be able to defeat them fast enough without innovations to negate their mobility advantage right?

How long until they decide to bug out? Are they close to that point yet considering the wrecking the Peace Builders gave them?

Restoring stats quo ante bellum is easy, just flail at each other for a little while with little progress to show for it. The Northlanders aren't going to forget the war, but they're going to realize that the two of you slaughtering each other is going no where. Feuds can last a long time, but everyone is familiar with taking a time out to lick their wounds.

So they would likely remember this war for awhile right? Or would the animosity go away after a certain period of time?

Vassilizing them would involve either capturing their camp (a very good roll) or simply crushing their numbers enough that they can't run away (win enough opposed raid rolls in a single phase).

So we need a decisive victory, but do we need one swiftly?

You don't need to take The Hunt this turn to keep up the megaproject. If you take Expand Hunting, though, you can lock it in this turn.

I was just wondering if we needed both the Megaproject action chosen as well as the tribute dedicated to it to guarantee that we can finish it this turn.

The issue is guerrilla warfare. The Northlanders simply know the land better and are more tactically mobile.

Is that the main reason why we can't get any decisive victories over them? Because it seems like they can simply ambush us with impunity, and even if they lose those that won't change the situation as they can likely just avoid battle with us until the next moment where they decide we are ripe for attack.

How much would an increase in mobility help us in curtailing their guerilla attacks?

Check the leaderboard, the Martial rating did change and they've gained a trickle of Prestige. They would've gained more Prestige if the Peace Builders hadn't come in and destroyed all of their gains.

So is that the reason the Peace Builders gained 1 prestige point?

The Bond Breakers got lucky! Somebody rolled up a Martial Hero just as they needed it and their rolls were really good this turn.

Wow, how much is that helping them! I saw that their position somewhat improved, but is it helping to reverse the course of the war against South Lake?

The Mountain Clans will instantly pop if their neighbours work together to try and attack them back. This isn't likely for the Bond Breakers because they're still locked in a death struggle with South Lake, but Arrow Lake and the Island Makers may decide to try and wipe out the Mountain Clans if they keep attacking.

If the Mountain Clan's neighbours don't attack them, they're likely going to bleed off pressure before popping later on.

How close are Arrow Lake and the Peace Builders to deciding to eradicate the Mountain Clans?

And if the Mountain Clans do bleed off, how less dangerous will their explosion be?

Finally it has us start raising a Temple, which is very important for us long term given our values and legacies that we possess as well as the benefits of the Temple itself. We need to start it this turn as we've been told that our current Art/Admin leader is ideal for the job and that she was responsible for innovations during the creation of the Temple for the Cave of Stars; and that these may be lost if she dies before we start another one. This is particularly a concern given the lengths of time the updates are, and how old she already is.

Personally speaking I disagree for a number of reasons. While it is said that we would eventually lose some of the administrative gains made by Aeva if we don't use her knowledge to build more structure such as temples and hills, it's not as dire as you make it seem as the QM has said we have 3 turns after her death to do so before that knowledge deteriorates. By that time we should be more free exercise our actions wisely than right now.

The reasons why many of us are choosIng to study travel is that it is likely to be key to the war effort in defeating the Northlands on our terms and removing that debilitating belief. Due to their home field advantage and tactical mobility unless things change we can likely do nothing to force a decisive end to the conflict that favors us.
 
[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
Adhoc vote count started by sam5447 on May 19, 2018 at 11:40 AM, finished with 2449 posts and 25 votes.

  • [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
    [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
    [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
    [X]Plan More food
    -[X] [Recall] No
    -[X] [Value] Yes
    -[X][Action] Raid(Northlands)
    -[X][Action] Expand Hunting(Dogs)
    -[X][Admin] Expand Agriculture (Quinoa)
    -[X][Art] Raise Temple (Crystal Lake)
    -[X][Tribute] Megaprojects

Adhoc vote count started by sam5447 on May 19, 2018 at 12:16 PM, finished with 2452 posts and 26 votes.

  • [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
    [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
    [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
    [X]Plan More food
    -[X] [Recall] No
    -[X] [Value] Yes
    -[X][Action] Raid(Northlands)
    -[X][Action] Expand Hunting(Dogs)
    -[X][Admin] Expand Agriculture (Quinoa)
    -[X][Art] Raise Temple (Crystal Lake)
    -[X][Tribute] Megaprojects

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Personally speaking I disagree for a number of reasons. While it is said that we would eventually lose some of the administrative gains made by Aeva if we don't use her knowledge to build more structure such as temples and hills, it's not as dire as you make it seem as the QM has said we have 3 turns after her death to do so before that knowledge deteriorates. By that time we should be more free exercise our actions wisely than right now.

The reasons why many of us are choosIng to study travel is that it is likely to be key to the war effort in defeating the Northlands on our terms and removing that debilitating belief. Due to their home field advantage and tactical mobility unless things change we can likely do nothing to force a decisive end to the conflict that favors us.
No, he said we need to do the action for three turns after her death, aka aiming to lock the action in; which is something considerably harder than just doing an action once within three turns. This is particularly the case as when Aeva dies, you lose her art action slot.

There's also the many narrative benefits that come about from having a hero construct the Temples, and potentially even more importantly, organize the structure and bureaucracy within them given the role that Holy Orders and Shamans have within society.
 
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