Just woke up and I have to say congratulations thread you only made 10 new pages while I was sleeping. Now time to see what has been said while I was in the realm of Morpheus.
 
Also, we have shaman assistants now, which I'm given to believe is the first doctors. You're sick? See an assistant. You've got hardcore spirit trouble? See a full shaman
I'm pretty sure most of the assistants are the ones doing tally work, record-keeping, and other semi-administrative duties. The assistants wouldn't dare risk getting the sickness wrong.

@zamin
Scholarly Seed said:
Actually, they have more then one province. What you just saw was the result of a sextruple (6) Main War Mission. They basically bankrupted their entire economy just to kill you off.
Actually, we were talking about a sextuple kicked war mission turn. That's the equivalent of 12 Main war missions.
 
@zamin .... okay the amount of effort you put into it

but expecting the DP to go upriver of the HK and TH means that they need to go all the way through their territories to hit everyone.
Also, atm, I hate the HK more because I want their land...

Eh, fair enough. I just wrote about the DP because I know more about them while the Highlanders are still a bit of a mystery to me. I could have written about the nomads, I suppose, but I think someone else already did an omake about doing a Super War Mission against the nomads.

@zamin

Actually, we were talking about a sextuple kicked war mission turn. That's the equivalent of 12 Main war missions.


Sorry, it's like 1am here. What's the correct term I should have used?

Actually, no. Nevermind. I declare that in this omake-verse the Ymmir have enough bullshit to summon as many main actions as needed! By the end of the game, the world will be covered in trees!

... I'll fix it in the morning.
 
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I don't understand why people want to "salt the earth" it is counter to our divine stewards trait and is more trouble than it is worth I can understand wiping out the enemies but better to plant forests and the like than ruin perfectly good land that we can expand to at a later date not to mention the salt can be used for more important things.
 
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And then we wind up stuck with a trait that makes us assholes, no thanks
For this to happen, the enemy would have to pull off something that triggers literally every one of our traits. Any trait we get from such a war would be awesome and terrifying in equal measure.

It would not be a straight up 'and now you take pleasure in wiping out civilizations' type trait, or anything else assholish.
 
@Academia Nut Thinking about doing a nega-verse omake for the Highland Kingdom, is this an accurate summary of how they work?
They've got a hereditary king who rules over settlement-level chiefs and more loosely rules over a scattering of minor vassal settlements in the lowlands. They've picked up a little bit of our culture, such as using a slavery system with elements of our own, but still much closer to average prehistoric slavery than to ours, with raiding for slaves and the use of slave labor in farming and other regular work instead of just for shit-work. We haven't heard much about their spiritual values, but they're not a very spiritual focused civ. They've wrecked face in the lowlands with massed, relatively "heavy" infantry with basic formations and chariot support. They don't seem to have metal working secrets, but do import some limited metal for luxuries from the southern hills metal workers.

Anything i got wrong or any major elements i missed?
 
You would get 2 Stability, but man would that be a drain on the economy.
Kind of brutal yes. Committing to both would mean locking in a MINIMUM expense of 6 Economy before we have any actions to do things about it.
No flexibility, just ride the tiger and pray we reach the destination before we fall off..
Ehhhhhh... depends on the project, but I'm going to say generally no.
I'm guessing if it was like the Sacred Forest, a project which generates a new repeatable action option, the overflow might sink into those actions, but otherwise it's generally wasted?
Specifically, they were over-centralized and under-expanded, and spent all their actions on study and Sacred War. The Observance downsides helped, but it wasn't their primary problem.

The downsides from Observance are likely to grow worse as the trait evolves, so we should try to fuse it if we can.
Actually, we don't see downsides evolve very often, and Observance's particular downside is HARD to double down on.
In Observance's case, what we need to evolve it is the same as what we needed for Eye for an Eye: Prove it false.
Generate a scenario where it's demonstrably making things worse

Get a 'discovery' from Observance, then empirically disprove it in a way that calls upon our other traits, to trigger critical thinking development.

I'm not sure if I should have made the house have a flat roof though, since I don't know if we have pitched roofs or not.
I think we're most likely using mud and thatch, so probably mound shaped? Heap the material onto a grid of wooden poles. Let it dry. Heap more.
I need a few more before I start "aging" them to where they would be now, I think. Word suggestions would be very welcome. Particularly words that are single syllable length in Welsh and would be something the People would count or otherwise write about. I know I'm lacking seeds, barley and flour and some more bodyparts/medical terminology and manure and such and basic tools like pots and knives, but I'm certain I'm forgetting a lot.
It's been mentioned that we've been using composite symbol ideograms. Flour is probably Grain + Stone for instance.
First off, we got a new trait. And guess what? This is the trait we were trying to crib off the Spirit Talkers all those years ago. Remember? That time when a lot of people were salty cause we ended up with Sacred War instead (which, to be fair, actually helped us out a lot while we still had it).

Basically, our shamans are turning into Stone Age proto-scientists, which makes our study actions better. And considering how many study actions we have, it's a pretty nice bonus.

On the downside, this can also lead to superstition or poking at something we should probably leave alone, so might be a good idea to keep an eye on this trait. I'm hoping that we can evolve or fuse it with something soonish, especially since we're doing at least one study action per turn (via Valleyhome and its Study Stars spamming).
I'd also highlight that this synergizes with Sacred Warding's bonus to Study Health. Also likely with Stonehenge, which will likely generate more bonuses to Study Stars.
- Our people haven't actually seen any Dead Priests in so long that they've faded into legend. Kinda interesting to see how our people have gone from "The Dead Priests are monsters that need to be destroyed before they kill us all!" to "Hmm... you know, maybe they weren't so bad after all?"
Actually it's gone to more of "The Dead Priests are misguided because OBVIOUSLY there is no price you can pay to buy off evil spirits forever. They will return each time and take a greater toll, stronger than ever."
- If the Dead Priests weren't hated by absolutely everyone, they might have been able to retake some of their old land. Instead, they're too busy fighting everyone else in the lowlands (including the Eastern Thunder Horses, if I'm remembering word of god correctly)
Eastern Thunder Horse was the part which slaughtered their way through the Dead Priest tributaries in the past. So yeah.
- Our shamans seem to be developing rudimentary scientific theory. They aren't just doing whatever comes to mind - they're taking the time to study a problem carefully before trying to develop a cure
Noting the substantial gap between scientific theory and what we have here.
The loose steps of:
1) Things just happen, we don't know why.
2) Rituals make things happen somehow. <- Superstition phase. We got things like the taboo against the dead, the King sacrifice, etc
3) You can figure out what rituals can work and why by studying the world. <-Comes with more developed religious infrastructure, unlocking the Study action series with sufficient dedicated intellectuals
4) You can get better rituals through systematic study and searching for patterns. <- Where we are now
5) Not all rituals are fully valid as they are, you should try to understand why they are so. Certain rituals done incorrectly can backfire, and hard <- Where to next
6) Maybe you should test whether things happen WITHOUT the ritual?

After that goes into developing philosophy, THEN scientific rigor and methods come far later.
- So through their studies, our shamans learned that the sickness spreads through tainted water
- And now we have the crazy synergy kicking in. Because they've taken the time to study metal, our shamans have developed a way to contain dangerous wastes by burying it with waterproof pottery so that the poison doesn't seep out.
- And lo, did our people develop early ceramic toilets in the fucking Copper Age
- And lo, did our shamans develop a fucking rehydration solution at a time when everyone thought sickness was an act of god
- For those who don't know how significant this is, a rehydrating solution isn't just useful for this one sickness. It's a good way to treat a variety of diseases and makes our people even more resistant to sickness then before
- Seriously, this alone flings our medical technology centuries ahead of everyone else. It's glorious

And yes, I commented on the rehydrating solution previouly. There's an enormous spread of injuries and diseases that people can survive if they don't literally starve to death in the process. Most fevers work great for dealing with infection for instance, but they burn through body fat at an appalling rate to work, and if fevers cause unconsciousness, people tended to starve to death if they don't wake in a few days because they can't eat.
Oh, and almost as an afterthought, we get a heads up that our Survey action has found what looks like an iron deposit. Also, our people seem to think that all metals originally came from meteors, which is interesting. I wonder how they'll react when they start discovering more types of stone or metal?
It looks like they've come to the errorneous conclusion that all metals are associated with curses in general as well. Possibly that they attract curses even.
Ok, I don't know if this has been here since the last turn, but the Metal Working section is interesting to see. We've not only got specialists working as miners and smelters but also developed lined tailings pits.
We got the specialist for a while now, but the pits are new.
For those who don't know, tailings is the term used to describe all the nasty waste products you get after pulling metal out of the rocks. They're really bad because they tend to release stuff like arsenic and mercury into the environment. By lining our pits with waterproof ceramic before dumping the tailings in, our people are able to reduce most of this damage, which is pretty great.
For the metal tailings, I believe we might be mostly making a lined ceramic pit to dump tailings in, and then when it's full we'd brick it up and bury it. Then open a new tailings pit. This probably would increase the Econ cost of a mine, but reduces the Stability costs.

Picking the last option means that we're basically using the Spirit Talker's old strategy of showing up with loads of shiny bling in the hopes of impressing people into signing up with us. Only in this case, replace "shiny bling" with "the cure for that horrible disease that's killing your loved ones". People are going to remember that and our reputation is only going to increase further.
Huh, didn't think of that. it makes the option of spreading the lore much more appealing to be sure. Beyond gambling on trait gains or going for Kicked megaprojects definitely.
Also, even if we spread out the cure, the situation in the lowlands is unlikely to change.

Even if we cured every sick man, woman and child right now, the Thunder Horses would still be beating up their cousins, the old Highland king's heirs would still be arguing over who gets the throne, and the Dead Priests would still be getting their teeth kicked in by everyone else whenever they poked their heads outside their Bone Wall of DOOM.

Unless something really crazy happens, the lowlands are going to be at war for a while. But even after it ends, everyone is still going to remember us as "those weird guys who tried to help us with the sickness". That nets us a certain level of respect from all our neighbors, which would definitely deter anyone thinking of marching up north to do some raiding in the future.
Hmm, good point as well. Very nearly persuaded at this point.
Only doable at Stability 2 or 3, but you are now imagining the hypothetical quintuple kick war mission against someone using biological warfare derived from the teachings of the People.

Unless you rolled incredibly poorly, you would probably get at least one full generation before anyone even considered poking you again, allowing for some recovery. We'd be talking archaeologists would be wondering what sort of ecological disaster caused the cessation of whatever civilization was involved, given that the layers would just stop at one point. Like, detritus layers from long term occupation, then a destruction layer, obvious burial and compaction, and only significantly later would the signs of human activity return.
"Someone destroyed this place, but mysteriously conducted proper funerals for all of them, and set down carvings that have since weathered poorly. Perhaps it was some kind of failed necropolis?"

Reality:
-Ymirri goes nuts and murders the hell out of everything.
-Ymirri, as per their beliefs, give everyone a proper burial to appease the spirits.
-Ymirri sets down marker stones which illustrates just what these guys did to get wrecked in graphical art.
Probably, but it wouldn't be detailed enough to get a super clear picture of what happened
We keep tax and legal records. I'm pretty sure that if we conduct such a huge endeavor it would be recorded clearly regarding how much stores was released for this task
Ah. Yeah. That would be pretty nasty.

... am I a terrible person for wanting to try it out on someone the first chance we get?
Well, it IS tempting.
We want it to be borderline, as that's where it occasionally spawns minor problems which can be dealt with and grant us advancements. Go much higher and the problems start turning into crises, but lower and we lose advancement opportunities and disaster resistance.
Actually we want Centralization to drop currently, because we need to build badly needed roads, but can't without taking Centralization into the red. We're going to want to cut it down and then Main some roads.

We also can't test Enforce Law without lowering Stability first.
Expect arguments among archaeologists over whether the written records (which wouldn't necessarily survive, and would almost certainly become mythical pretty fast) are accurate, or if the People were simply claiming credit for some sort of natural phenomenon, or if perhaps there was some sort of military expedition but it was during a time of plague or climatic upheaval.

Quintuple kick is

"Ummm... who's farming your land?"

"We have reserves. We'll endure."

"Oh. I see... I guess that explains why your women are here too."
Total War indeed.
Though we'd have to be insane to do it, unless there's a subtantial payout.
How would we get enough actions to do that anyway? I thought we could only apply a single kick at a time.
One kick per war action I think. I think we could kick the Secondaries individually though.
Worse, it taints the water and causes disproportionate harm to innocents. It intentionally causes Disharmony with the spirits. It perverts the willing sacrifices of our dead.

Divine Stewards Triggered.
Protective Justice Triggered.
Harmony Triggered.
Honorable Death Triggered.

Rage mode engaged. Offense Policy engaged. Law of War commence.
Main War
Secondary + Secondary War
Province Law War
Province Secondary + Secondary War
Kick War
Kick War x2
Kick War x3
Kick War x4

Build a dam across the whole Badlands, store 3 months of rain. Break it.
Wash the taint away
 
What are you referring to as Harzey? google gives nothing.



Well-written and amusing, but though an ironic punishment is always tempting I'm pretty sure Academia Nut will rule a meteorite hits the Earth and the game ends due to a mass extinction event before the People use biological and ecological warfare, even if the DP used it first.
Please read our values. This has been a value for over ten turns now. I don't know how people still think it isn't something we can do.
Additional strife caused by deliberate environmental disruption unless it is for the long term betterment of the land, or loss of territory to others
 
Please read our values. This has been a value for over ten turns now. I don't know how people still think it isn't something we can do.
No, you're misreading that. We lose extra stability when the land is disrupted, (unless it's better in the long term), or when we lose land. We still lose stability if we disrupt the land out of revenge.
 
Salterns can be finished in 4 turns which means it might possibly finish in one turn if we kick it. It's also just better suited for this turn.
I mostly just want to do it > The Garden because then we can do The Dam before The Garden, aka finally have The Damn Dam finished.
But there's no issue with doing The Dam whether before or after The Garden? The dam is going to be significantly higher upriver. you do not build dams near your cities.
Only if we don't share cholera with everyone, including the DP. Which will lose us Diplomacy because we're sharing w/ people other people hate but *shrug.* It might gain us it too.
Actually, sharing the knowledge with everyone does not prevent it from being weaponized.
The first half is preventative, you avoid cholera by not polluting the water, therefore if someone DOES pollute the water on purpose, then it automatically fails. Now, knowing it does make it harder to taint water supplies, as water sources will be more likely to be watched in war, unless you have ninjas. the DPs have ninjas.

The second half cannot be used by most people. The rehydrating potion can only be created with ingredients from rare and expensive sources.
-Salt is only obtainable near the coast, and prior to Salterns, extracting salt is slow and labor intensive. We're talking about soaking sheets of cloth in seawater and then hanging them to blow dry, then scraping the salt off the sheet, and repeating the process to gain usable salt. In the case of a deliberate contamination, there will not be enough for all but the highest leadership.

-Honey is only obtainable near significant forestry, though it's valuable enough that some cultures might have started on beekeeping, it's unlikely to be significantly productive except for us, who have kind of tamed our regional forestry so we can extract it safely from the wild. Fruit juices can substitute, but they don't keep well and they also come from forests.
Honestly, if someone were so stupid as to use biological warfare derived from a gift of healing given by the People, the next vote would be

[] Press THE BUTTON
[] Let's think about this first
Totally would Press THE BUTTON.
It would be educational.
Nah, but doing things like deliberately dumping waste into drinking water supplies based off of explicit knowledge given to you by the People as to how to avoid that, i.e. taking knowledge intended to help and using it maliciously to harm, would drive them absolutely berserk. Just kicking people out, well, even the People do quarantine. Also, it would pretty specifically have to be using the knowledge of cholera prevention within the next generation to truly produce ire, in that it would be obvious that someone was taking the knowledge freely given and abusing it.
Mmm, I wouldn't outright bet against it, but it does seem unlikely.
Well, all of your immediate neighbours would just sort of back away slowly and go "Can you tell us what they did so we can never repeat that?" The problem with the nomads is that inevitably some new tribe would wander into the area, ask "So who are those farmers?" and when someone else tells them not to touch, they'll squint their eyes and go, "They don't look so tough, I think I can give 'em a go."
I think we might need to erect towers carved with elaborate scenes of what they did wrong and what we did to them for it.
Not sure what the draw for salted earth is but we're not doing it. Full stop.
We don't have enough salt to do that anyway.. It's dramatic, but it's also expensive as hell.

Easier to use wood to BURN the earth.
Well-written and amusing, but though an ironic punishment is always tempting I'm pretty sure Academia Nut will rule a meteorite hits the Earth and the game ends due to a mass extinction event before the People use biological and ecological warfare, even if the DP used it first.
Naw, it's explicitly what Kicking War Missions represent. The People are so mortally offended that they are willing to turn their biological and ecological expertise to warfare, which costs us Stability because the very idea is horrifying.
I think you mean "centralization."
Oops
 
Please read our values. This has been a value for over ten turns now. I don't know how people still think it isn't something we can do.

Academia Nut said:
Additional strife caused by deliberate environmental disruption unless it is for the long term betterment of the land, or loss of territory to others

My parsing of that is that either of the following cause additional strife:
  • Deliberate environmental disruption unless it is for the long term betterment of the land
  • Loss of territory to others
I don't think we have a license to salt soil if they take our land.
 
Actually we want Centralization to drop currently, because we need to build badly needed roads, but can't without taking Centralization into the red. We're going to want to cut it down and then Main some roads.

We also can't test Enforce Law without lowering Stability first.
I understand that that's what would happen mechanically, but narratively I'm struggling to think of how building roads could cause a crisis.
Please read our values. This has been a value for over ten turns now. I don't know how people still think it isn't something we can do.
Taking actions to do those things at an additional cost of "strife" (stability?) to achieve a goal is one thing, being wiling to literally salt the earth for no practical reason beyond rage is an entirely different matter. Obviously we can cause some environmental disruption if there's a benefit, or mining wouldn't even be an option.
No, you're misreading that. We lose extra stability when the land is disrupted, (unless it's better in the long term), or when we lose land. We still lose stability if we disrupt the land out of revenge.
My parsing of that is that either of the following cause additional strife:
  • Deliberate environmental disruption unless it is for the long term betterment of the land
  • Loss of territory to others
I don't think we have a license to salt soil if they take our land.
I didn't even realise you'd read it that way - the trait is very definitely not saying "It's okay if you poison the land so long as you hurt the other guy". It wouldn't fit the theme at all.
 
Total War hurts the winner too. It's an 'advance' akin to human sacrifice.

All war hurts the winner too. Total war is an advance because it takes Machiavelli's advice to its logical conclusion: if you break your enemy utterly and beyond recourse he can't come back for vengeance. I for one am not going to vote for the option frivolously but it's nice to know its there.
 
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Can we NOT glorify Total War? Think about what it means and then tell me it's not asshole behavior on the line of rapine or slavery.
Honestly, total war would probably be demanded by our people if someone actually tried biological warfare. It'd be like someone using satanic rituals to brutally kill some other group to our people. There is no way we couldn't go all out in our response.

Edit: And if said satanic ritual was created from the desecrated corpses of a beloved saint.
 
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