GODSTAR - a Science Fantasy Civilization Quest

If the consensus is that war machines and fortifications are really desired, what do you think of a version of my plan where I put most industry stuff for later but we have full health and the river-spirits?

[ ] Plan : Healthcare and War

-[ ] Diplomacy Actions
--[ ] Invade the League of Strength.
-[ ] Material Science
--[ ] War Machines (0/3)
--[ ] Study Sanctuary's Vehicles (0/1)
--[ ] Fortifications (0/1)
-[ ] Social Science
--[ ] Labor Corps (0/2)
--[ ] Hospitals (0/3)
-[ ] Exotic Science
--[ ] Magical Healing - Tier 2 (0/3)
--[ ] Study the River Spirits (0/3)
-[ ] Technology (Sanctuary)
--[ ] Jointly Study War Machines
-[ ] Politics (Sanctuary)
--[ ] Elected Regency Council
-[ ] Religion (Sanctuary)
--[ ] Teach Spirit Veneration
 
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--[ ] Teach Leyline Network
sway this out for spirt veneration or studying recnaration and this got my vote

I think it impormant to get our medical tech good esp with all the deadly dieases popping up in the tech baron vs machine army area and those have a tedency to spread. I am also excpeting the LoS to have some nasty stuff to throw at us so would like any bio medical attackes we got covered

edit: also really like how you are doing the elected council instead of speaker since it getting them more used to demoracy and it ruling and everything. I would do not want to do speaker at this point since it says this
Though, this would give them a voice in the League's governance, something which may be delicate at this early stage of integration.
so want to play it safe and do this last
 
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sway this out for spirt veneration or studying recnaration and this got my vote

I think it impormant to get our medical tech good esp with all the deadly dieases popping up in the tech baron vs machine army area and those have a tedency to spread. I am also excpeting the LoS to have some nasty stuff to throw at us so would like any bio medical attackes we got covered
Yeah, spirit veneration probably has a better synergy with river spirits anyway and the infracstructure stuff can wait a bit.
 
edit: also really like how you are doing the elected council instead of speaker since it getting them more used to demoracy and it ruling and everything. I would do not want to do speaker at this point since it says this

> Though, this would give them a voice in the League's governance, something which may be delicate at this early stage of integration

so want to play it safe and do this last

That's language left over since the option first appeared, though, whereas now we've gotten integration north of 55% and things are further along and they've had an advisory assembly for a generation.

The Regency Council is only in power every other turn and won't be next turn, whereas the Speaker for Sanctuary will matter to them all the time. I think it disrupts them less in the short term and gives them a voice during our industrial transition (to address the concerns that drove them to this planet in the first place!) in a way that an elected regency council doesn't.
 
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That's language left over since the option first appeared, though, whereas now we've gotten integration north of 55% and things are further along and they've had an advisory assembly for a generation.

The Regency Council is only in power every other turn and won't be next turn, whereas the Speaker for Sanctuary will matter to them all the time. I think it disrupts them less in the short term and gives them a voice during our industrial transition (to address the concerns that drove them to this planet in the first place!) in a way that an elected regency council doesn't.
hmm well depends on if it left over or not @ScottishMongol is this left over language or intentional?
 
[] Plan: Divine Waters Fractured
-[] Establish relations with the League of Five Shields.
-[] Hydrogen Fuel (1/1)
-[] Study Sanctuary's Labor-Saving Devices (1/1)
-[] Printing Press (1/1)
-[] Labor Councils (3/3)
-[] Espionage (1/1)
-[] Industrial Production (1/1)
-[] Study the River Spirits (3/3)
-[] Animal Spirits (1/1)
-[] Spiritualism (1/1)
-[] Factory-Temples (1/1)
-[] Expand Hydrogen Fuel Production
-[] Elected Regency Council
-[] Study Reincarnation

I think this is the plan I am going for. I wanted to get hydrogen fuel and study river spirits in the same turn. And I really want to do spiritualism and study reincarnation in the same turn. Lot of synergy going on there. I don't think we need craft guilds if we are going for labor councils. And printing presses are extremely important to peacefully spread our culture and religion to other regions.
 
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-[] Speaker for Sanctuary
would you be willing to switch this out for regency since the situation is fraught
Though, this would give them a voice in the League's governance, something which may be delicate at this early stage of integration.
something safer and keep the delicate political situation in sanctuary calm and keep intergation calm without upsetting anything? Other than that I like your plan
 
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The Tale of Jaen Light-Bearer and Siad Wild-Walker (etranger01)
The Tale of Jaen Light-Bearer and Siad Wild-Walker

The Holy Order of the Justice-Seekers is one with an unusual provenance in the society of the True People. A relatively recent innovation following their adoption of a public justice system, the Justice-Seekers are a small, close-knit group of spirit-shamans brought in to investigate the circumstances surrounding the creation of a restless spirit. Restless spirits are notably quite difficult to placate once they've spent any amount of time free from their corporeal bodies, usually requiring the participation of the individual responsible or an explanation of the circumstances in question in order to send them on their way.

This means that, in addition to flawed rituals and tragic accidents, the Justice-Seekers often find themselves investigating a culturally and socially fraught subject: murder. While True People justice often revolves around compensation for the victim or their families, the dead need only closure and generally cannot be laid to rest otherwise. Therefore, given that the spirit is generally unable to identify the source of its own demise, the Assembly tasks one of the Justice-Seekers with investigating the circumstances surrounding the death, uncovering the truth, and laying the facts before the public.

As relatively rare encounters who are often surrounded by a certain mystique and drama, the Justice-Seekers make excellent sources of instructive and entertaining tales for the True People to share amongst themselves. The most popular of these often include a stirring denouement in front of the local Assembly or even the Great Assembly itself, where the Justice-Seeker reveals their findings and confronts the culprit. Of those who enjoy these justice-stories, there is a schism between those who prefer the highly dramatized versions that take liberties with historical events, and those who prefer a straight no-detail-spared retelling of what happened.

A justice-story with one of the most variations in True People society, represented as both dark comedy and uplifting tragedy, is the Tale of Jaen Light-Bearer and Siad Wild-Walker. Jaen is a middle-aged, grizzled figure, still hale but worn by life experience, while Siad is a younger, more energetic person full of exuberance and naivete. The unlikely working relationship between the two has made them recurring characters in a number of derivative spin-off tales, but the original tale remains the bedrock on which those stories rest.

In brief, the retired Justice-Seeker Jaen is sitting down to dinner one night with a fine venison stew prepared for them by a comely young widow when their finely-tuned spiritual senses pick up a presence nearby. When they focus their sight, they discover a deer, staring at them disapprovingly. More specifically, staring at their stew disapprovingly. Jaen quickly realizes that the deer was unjustly slain without the proper rituals, and is demanding justice in the human fashion.

Here, the tale diverges based on the intent of those telling it. The comedic version plays heavily into the twisted humor of the spectral deer looming over Jaen, chivvying the reluctant shaman along through the story, while the more tragic versions play into the heartbreaking loneliness of a deer-spirit left to wander the living world, stuck between its past and its future.

While Siad is a much happier figure than Jaen, their portrayal varies substantially between pure comic relief and the untamed avatar of the wild world contrasted with the more balanced Jaen, who maintains a straight face throughout. Some radical retellings even include a kind of summer-autumn romance between them, though this is not substantiated by the strict histories of the event itself.

Following a harrowing and twisty path, the two eventually uncover the source of the murder. In the original history, the responsible individual is a hunter who has grown sloppy and unconcerned with their placatory rituals, and is more interested in achieving productivity at the cost of harmony with nature. Later versions involve scheming Merchants, uncaring Mechanicals, and/or other more esoteric villains, including a 'modern' version depicting League of Strength slavers as the ultimate cause.

Regardless of its interpretation or how it's retold, the Tale of Jaen and Siad remains a notable favorite among all ages, both for its educational message on the importance of the spirit world and for its enjoyable partner dynamic.
 
@ScottishMongol Can I clarify what effect partially completing a tech has? Eg, if we put 2 points into magical healing, and then go to war, would we receive some benefit from the progress, or would its effects only come into affect if completed?
 
One concept I thought about recently is that if we combine Labor Councils+Factory-Temples+Printing Presses then we are likely to see some enterprising soul write a scientific theological document about labor that we can then spread around the region to cause a huge labor movement. Very powerful for us. We are trying for a cultural victory after all so that should be something we strive for.
 
The Tale of Jaen Light-Bearer and Siad Wild-Walker

The Holy Order of the Justice-Seekers is one with an unusual provenance in the society of the True People. A relatively recent innovation following their adoption of a public justice system, the Justice-Seekers are a small, close-knit group of spirit-shamans brought in to investigate the circumstances surrounding the creation of a restless spirit. Restless spirits are notably quite difficult to placate once they've spent any amount of time free from their corporeal bodies, usually requiring the participation of the individual responsible or an explanation of the circumstances in question in order to send them on their way.

This means that, in addition to flawed rituals and tragic accidents, the Justice-Seekers often find themselves investigating a culturally and socially fraught subject: murder. While True People justice often revolves around compensation for the victim or their families, the dead need only closure and generally cannot be laid to rest otherwise. Therefore, given that the spirit is generally unable to identify the source of its own demise, the Assembly tasks one of the Justice-Seekers with investigating the circumstances surrounding the death, uncovering the truth, and laying the facts before the public.

As relatively rare encounters who are often surrounded by a certain mystique and drama, the Justice-Seekers make excellent sources of instructive and entertaining tales for the True People to share amongst themselves. The most popular of these often include a stirring denouement in front of the local Assembly or even the Great Assembly itself, where the Justice-Seeker reveals their findings and confronts the culprit. Of those who enjoy these justice-stories, there is a schism between those who prefer the highly dramatized versions that take liberties with historical events, and those who prefer a straight no-detail-spared retelling of what happened.

A justice-story with one of the most variations in True People society, represented as both dark comedy and uplifting tragedy, is the Tale of Jaen Light-Bearer and Siad Wild-Walker. Jaen is a middle-aged, grizzled figure, still hale but worn by life experience, while Siad is a younger, more energetic person full of exuberance and naivete. The unlikely working relationship between the two has made them recurring characters in a number of derivative spin-off tales, but the original tale remains the bedrock on which those stories rest.

In brief, the retired Justice-Seeker Jaen is sitting down to dinner one night with a fine venison stew prepared for them by a comely young widow when their finely-tuned spiritual senses pick up a presence nearby. When they focus their sight, they discover a deer, staring at them disapprovingly. More specifically, staring at their stew disapprovingly. Jaen quickly realizes that the deer was unjustly slain without the proper rituals, and is demanding justice in the human fashion.

Here, the tale diverges based on the intent of those telling it. The comedic version plays heavily into the twisted humor of the spectral deer looming over Jaen, chivvying the reluctant shaman along through the story, while the more tragic versions play into the heartbreaking loneliness of a deer-spirit left to wander the living world, stuck between its past and its future.

While Siad is a much happier figure than Jaen, their portrayal varies substantially between pure comic relief and the untamed avatar of the wild world contrasted with the more balanced Jaen, who maintains a straight face throughout. Some radical retellings even include a kind of summer-autumn romance between them, though this is not substantiated by the strict histories of the event itself.

Following a harrowing and twisty path, the two eventually uncover the source of the murder. In the original history, the responsible individual is a hunter who has grown sloppy and unconcerned with their placatory rituals, and is more interested in achieving productivity at the cost of harmony with nature. Later versions involve scheming Merchants, uncaring Mechanicals, and/or other more esoteric villains, including a 'modern' version depicting League of Strength slavers as the ultimate cause.

Regardless of its interpretation or how it's retold, the Tale of Jaen and Siad remains a notable favorite among all ages, both for its educational message on the importance of the spirit world and for its enjoyable partner dynamic.

In recognition of this work, a boon in the form of additional lore:

While the rigorous methods of verifying facts and their training to emphasize rote memorization prevent errors and exaggerations from creeping in, Historians do love a good story told for entertainment value as much as the next person. Indeed, Historians are often called on to recite poetry or novels, so that the illiterate masses may be enlightened by the works of the literate few. Their oral performances are an art form in themselves, arguably the pinnacle of the spoken word, both a chance to show off the skills of the Historian herself and an opportunity to entertain the crowds. In recent times, the proliferation of illusory magic has led to a new form of art, the Vision. "Visionaries" are those skilled in crafting illusory images and weaving them together to tell stories. At the most basic level, storytellers will simply use illusions to augment the narrative, displaying key moments in the narrative. The most elaborate, and those performed by the most talented Visionaries working in teams, resemble fully immersive experiences, where characters adventure through realistic settings and encounter fantastic beings.

Murder is rare in the League, but not unknown. Since the focus of the League's justice system is on those harmed and the murder victim is of course beyond help, it falls on the community to give the family support, ensure the victim's spirit is at rest, and to deal with the murderer. In every case the murderer must undergo ritual cleansing to purify their soul of the stain left by their act. In some cases, usually crimes of passion, the family is able to forgive the murderer and they are allowed to continue living as normal after their period of penance. In other cases the family may demand the murderer be removed from their community, in which case they are usually given a new home removed from the family and sometimes bound by a magical oath forbidding them. In the most extreme cases where the murderer is determined to be an ongoing threat to the people around them, measures are taken such as house arrest or even exile. There are streets in some major cities where the inhabitants are reformed criminals or those under permanent watch.

@ScottishMongol Can I clarify what effect partially completing a tech has? Eg, if we put 2 points into magical healing, and then go to war, would we receive some benefit from the progress, or would its effects only come into affect if completed?

You don't get the benefits until it's fully researched.

...

Vote is open.
 
[X] Plan: Divine Waters Fractured
-[X] Establish relations with the League of Five Shields.
-[X] Hydrogen Fuel (1/1)
-[X] Study Sanctuary's Labor-Saving Devices (1/1)
-[X] Printing Press (1/1)
-[X] Labor Councils (3/3)
-[X] Espionage (1/1)
-[X] Industrial Production (1/1)
-[X] Study the River Spirits (3/3)
-[X] Animal Spirits (1/1)
-[X] Spiritualism (1/1)
-[X] Factory-Temples (1/1)
-[X] Expand Hydrogen Fuel Production
-[X] Elected Regency Council
-[X] Study Reincarnation

[X] Plan: Divine Waters Fractured + WAR
 
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[X] Plan Alloys Are Stronger
-[X] DipAct: Invade the League of Strength.
-[X] MatSci: War Machines (1/1)*
-[X] MatSci: Study Sanctuary's Labor-Saving Devices (1/1)
-[X] MatSci: Industrial Chemical Production (1/1)
-[X] SocSci: Labor Councils (3/3)
-[X] SocSci: Espionage (1/1)
-[X] SocSci: Craft Guilds (1/1)
-[X] ExoSci: Study the River Spirits (3/3)
-[X] ExoSci: Animal Spirits (1/1)
-[X] ExoSci: Spiritualism (1/1)
-[X] ExoSci: Factory-Temples (1/1)
-[X] SanTec: Jointly Study War Machines
-[X] SanPol: Speaker for Sanctuary
-[X] SanDip: Teach Spirit Veneration

fuck slavers, love workers, spies good, spirit veneration in all things, fuck slavers, let's goooo
 
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[X] Plan Alloys Are Stronger
-[X] DipAct: Invade the League of Strength.
-[X] MatSci: War Machines (1/1)*
-[X] MatSci: Study Sanctuary's Labor-Saving Devices (1/1)
-[X] MatSci: Industrial Chemical Production (1/1)
-[X] SocSci: Labor Councils (3/3)
-[X] SocSci: Espionage (1/1)
-[X] SocSci: Craft Guilds (1/1)
-[X] ExoSci: Study the River Spirits (3/3)
-[X] ExoSci: Animal Spirits (1/1)
-[X] ExoSci: Spiritualism (1/1)
-[X] ExoSci: Factory-Temples (1/1)
-[X] SanTec: Jointly Study War Machines
-[X] SanPol: Speaker for Sanctuary
-[X] SanDip: Teach Spirit Veneration
 
[X] Plan Alloys Are Stronger
-[X] DipAct: Invade the League of Strength.
-[X] MatSci: War Machines (1/1)*
-[X] MatSci: Study Sanctuary's Labor-Saving Devices (1/1)
-[X] MatSci: Industrial Chemical Production (1/1)
-[X] SocSci: Labor Councils (3/3)
-[X] SocSci: Espionage (1/1)
-[X] SocSci: Craft Guilds (1/1)
-[X] ExoSci: Study the River Spirits (3/3)
-[X] ExoSci: Animal Spirits (1/1)
-[X] ExoSci: Spiritualism (1/1)
-[X] ExoSci: Factory-Temples (1/1)
-[X] SanTec: Jointly Study War Machines
-[X] SanPol: Speaker for Sanctuary
-[X] SanDip: Teach Spirit Veneration
 
Also, to make it clear: while not every omake will get the same reward, I will reward every omake. Sometimes it will be just additional lore, sometimes it will be a mechanical bonus such as the reduction of a research cost, sometimes it will be a bonus on a war roll, other times it may result in different options being presented.
 
[X] Plan : Healthcare and War
-[X] Diplomacy Actions
--[X] Invade the League of Strength.
-[X] Material Science
--[X] War Machines (0/3)
--[X] Study Sanctuary's Vehicles (0/1)
--[X] Fortifications (0/1)
-[X] Social Science
--[X] Labor Corps (0/2)
--[X] Hospitals (0/3)
-[X] Exotic Science
--[X] Magical Healing - Tier 2 (0/3)
--[X] Study the River Spirits (0/3)
-[X] Technology (Sanctuary)
--[X] Jointly Study War Machines
-[X] Politics (Sanctuary)
--[X] Elected Regency Council
-[X] Religion (Sanctuary)
--[X] Teach Spirit Veneration

like this plan cause it does a bunch of medical stuff and does not risk political chaos or unintentional sabotage of our integration efforts with sanctuary
Though, this would give them a voice in the League's governance, something which may be delicate at this early stage of integration.
which the qm clarifed was not a left over part from the last updoot and intentional put there

[X] Plan: Divine Waters Fractured
 
[X] Plan Alloys Are Stronger
-[X] DipAct: Invade the League of Strength.
-[X] MatSci: War Machines (1/1)*
-[X] MatSci: Study Sanctuary's Labor-Saving Devices (1/1)
-[X] MatSci: Industrial Chemical Production (1/1)
-[X] SocSci: Labor Councils (3/3)
-[X] SocSci: Espionage (1/1)
-[X] SocSci: Craft Guilds (1/1)
-[X] ExoSci: Study the River Spirits (3/3)
-[X] ExoSci: Animal Spirits (1/1)
-[X] ExoSci: Spiritualism (1/1)
-[X] ExoSci: Factory-Temples (1/1)
-[X] SanTec: Jointly Study War Machines
-[X] SanPol: Speaker for Sanctuary
-[X] SanDip: Teach Spirit Veneration
 
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