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