Realized i didn't know a rather important tidbit for writing this omake...what do the Highlanders call us? I know you've said that they're the first group to have their internal and external names match, and the Dead priests and the lowland minors call us the hill folk, but what do the HK call us? or the Dead priests and nomads?

Hill Folk/People, or Ymaryn if they actually speak your language.

do we already have carts for transporting goods? It would be odd to have chariots before carts, but we stole them from another group who themselves quite possibly stole them, and we never did take a main action on this to my knowledge...

Yes, carts and wagons are a thing, they were originally developed for civilian use long before the chariots came about.
 
Yes, carts and wagons are a thing, they were originally developed for civilian use long before the chariots came about.
I'm assuming once we get our copper mine up and running, they'll switch to copper-rimmed spoked wheels like the ones our chariots use, correct?

Actually, once we have the mine running, what general improvements tool and transportation wise are we looking at?

Also also, speaking of mine, that iron ore location we found, is anyone going to settle there?
 
I'm assuming once we get our copper mine up and running, they'll switch to copper-rimmed spoked wheels like the ones our chariots use, correct?

Actually, once we have the mine running, what general improvements tool and transportation wise are we looking at?

Also also, speaking of mine, that iron ore location we found, is anyone going to settle there?

We already used copper tools, so this is nothing really new. We might consider using copper where we hadn't before, though.
 
Also also, speaking of mine, that iron ore location we found, is anyone going to settle there?
Right after we get our second province and the associated action is my vote.

It'll be one of the many possible new settlement locations available to choose from. It offers a nice bonus but it's not as good as a permanent increase in action count.
 
Right after we get our second province and the associated action is my vote.

It'll be one of the many possible new settlement locations available to choose from. It offers a nice bonus but it's not as good as a permanent increase in action count.
Yeesh, of course I didn't mean immediately, I was just asking if it was a possible settlement location at all.
 
Except it doesn't cost economy to do a war mission, even a main one? I mean, you might argue non-linear from stacking mains so much, but there's no reason to believe a technical double 6 pack of main war actions would spend more than 6 econ (if it even costs any in the first place).
Recovering stability through grand sacrifice does though.
 
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Basically they won't be able to claim it for them selves. Making them completely cut off from the ocean and therefore salt. Making sure we claim the land on the coast to he south of us is important.
I'm rather skeptical about this as they haven't really shown to respect other people's civs valuable territory
Is it just me or have things gotten a lot more civil and less toxic lately?
It's been less toxic since the threadlock. There has been only two outburst since then.

We've been argumentive, but this is a forum. You already expect that.
 
Also, random note: I have to apologize to @Killer_Whale, it seems we are able to grow large enough to do a megaproject in 1-2 turns without the heat death of the universe happening first :p
 
Healing magic
[X] A significant number (-1 Stability, +2 Econ)
[X] Share with even those who don't want to listen (-1 Diplomacy, +1 immediate Stability, chance for additional stability, other effects)
[X] Megaproject Support

The People consider what they have, and decide that the only reasonable thing to do is to let everyone else that in the region know about their discovery, so that lives might be saved. Some considered that the demons only inflicted their curses on bad people, but others countered that even if the leadership were wicked there were still innocents among them that could suffer. Also, unlike with the sacred warding from the cattle, the discovery of how the blue plague spread and the recipe for the restorative potion were simple, so there was no danger that anyone would make a dangerous mistake. Seeing this, the king decreed that the knowledge was to be shared, spread far and wide, so that the innocent might be spared the ravages of disease. Some of those tasked to do so might not return, and they would probably end up spending wealth and influence to make it so, but it would be worth it.

Three years after the traders went out, a most curious delegation was brought to the attention of the king. A trader from the Thunder Horse had with him a number of odd 'guests', foreigners who required translation. Inviting them in, the king was introduced to the representatives of the Xohyssiri - who the People had called the Dead Priests since time immemorial. Well tanned men of dark hair and long beards carefully tied into braids, they bore tattoos of abstract and inscrutable design upon their hands and necks and had polished stone discs within their ears. They wore otherwise undecorated white cotton robes and had a definite air of wisdom and spiritual power about them. Assistants from the Thunder Horse trader brought in large tablets of dark black stone upon poles and began laying them out at the instruction of one of the Dead Priests.

"What is this?" The king asked.

"They say that it is repayment for knowledge. In their custom, something given must be paid back, and something given freely must be paid back twice. Your sharing of knowledge - the Thunder Speaker also has our gifts of thanks for that by the way - was so strong that they sent a delegation to ask us for assistance in sending their gift to you, despite the fact that we're not exactly friends with them, as they figured the journey would be difficult and communication near impossible without a go between," the trader explained, adding on, "They also paid us considerably for this." After that, he began to speak in a foreign language, probably relaying what he just said along to the Dead Priest delegates.

The members of the council went to inspect the tablets being set out, and found that in the smooth black stone there were drawings that had been carved into the surface and then the cut marks had been filled in with gold to create dazzling highlights, showing rather ghoulish pictures of people who appeared to have been butchered, surrounded by foreign writing. Those who saw them were obviously shocked, but the king and the Spirit Chief kept the upset of the others from spilling over, even as they were wary and suspicious, and asked darkly, "What is this?"

"This is their sacred Book of the Living, a guide to how the body is laid out, the various diseases and injuries of the organs, and every treatment they know against each of these. They told me that while they understand that many do not like how their ancestors acquired this knowledge, they themselves are only from the healing caste of their priesthood, who are forbidden from actually performing any sort of sacrifice. They consider their own lives to be a component of the payment towards your generosity, but ask that if they are to be killed that they be able to give you a proper translation of the Book of the Living first so that you might make use of it. They are also instructed to share their knowledge with your healers as well," the trader explained.

Taking a closer look at one of the tablets, the Spirit Chief hummed to himself before he said, "Fascinating."

The king on the other hand asked, "The council shall consider this gift, although we have to ask the motivation more clearly."

The trader and the leader of the Dead Priest delegation had a bit of a conversation before the trader replied, "They say that it is an obligation for them. I don't know if I understand it precisely, but their spirits teach them and compel them to return all favours and insults in turn and time. The gift of life is the most precious gift possible, so in sending them a solution for the blue plague, they must repay life saving magic with life saving magic or their own gods will destroy them for their disrespect."

The council look over the stone faced men who claimed to be healers with intense suspicion, before the king glared at them all and said, "Enough! It is the way of the People that all who come in peace be greeted warmly and offered food and shelter. So long as they do not violate our laws and ways I see no reason to turn these men away, and if they wish to work for us in teaching - teaching that will be carefully examined and reviewed by our wisest shamans - then I also see no reason to deny them such work. We will also of course offer repayment for those of our guests among the Thunder Horse who may wish to linger here and aid in translation until we may speak with these healers without an intermediary."

While this did not immediately turn all frowns to smiles, it did shame the majority into polite neutrality. Even if the gift were strange and distasteful, the chiefs and councilors could be reminded to take it as it was fairly obviously intended - an honest gift from outsiders. A few of the more spiritually apt even considered what some of the carvings seemed to be demonstrating and wondered if perhaps the wickedly obtained knowledge might actually be of use.

Trait Fusion
Land of Opportunity + Greater Good -> Cosmopolitan Acceptance
The People see not outsiders but fellow humans in need of assistance, and are always willing to offer aid, knowing that even when friendship is uncertain the act of offering is a cleansing one.
Pros: Enhanced absorption of new ideas, +1 social value from current or historical neighbours, whenever a neighbour suffers a stability drop have the option to also suffer a stability drop in exchange for a large boost to Econ and technological and social advancement by absorbing especially large numbers of people, the first Econ boost a turn only has a chance of causing a stability drop rather than a guaranteed drop
Cons: Many think you weak, no longer have the option to turn away the needy, sometimes you get values you didn't expect

Select a new LoO trait
[] Highland Kingdom (One compatible value: Order Above All)
[] Dead Priests (One compatible value: The Greater Good)
[] Thunder Horse (Probable Honour value)
[] Northern Nomads (Probable Honour value)
Metal Workers have no compatible values of interest

Art Patronage - Wealth of the first and second kind can be used to create wealth of the third kind to the benefit of all
* S: -1 Econ, +2 Art
* M: -2 Econ, +3 Art, +1 Prestige, potential innovations

Black Soil - Production is now regular and huge amounts of trash are turned to black soil every year, but there's always room for more production [Shapers] [King]
* S: -1 Econ, +1 Econ next turn, additional effects
* M: +1 Econ, additional effects
* used 2 times

Build Chariots - Once the domain of rich nomad chieftains, there is now enough copper to make construction of this new design practical for the People and deployable on a large scale. Used: 0 times
* S: -1 Econ, +1 Martial
*M: -2 Econ, +3 Martial, other effects

Build Wall - Long experience with retaining walls has lead to the idea of a settlement wall for protection (Redshore, Northshore, and Stonepen capitals walled; Northshore and Stonepen partially walled elsewhere)
* S: -1 Econ, minor walls
* M: -1 Econ, major walls

Build Watchtowers - Stone and brick towers for warriors to sit in and scan the horizon for trouble, these towers can help stave off raids and improve response against attacks. (Northshore has some watchtowers)
*S: -1 Econ, some watchtowers
*M: -1 Econ, many watchtowers

Change Policy - Adjust the current Policy to one better fitting the situation
*S: Change Policy to one of the available ones listed below
Balanced - Takes whatever actions seem reasonable. Expand Economy is considered a Policy action for interaction with other effects
Defence - Builds walls and watchtowers
Expansion - Builds new settlements, expands economy, expands forests, and can even create new provinces
Megaproject Support - Provinces can spend actions in support of a megaproject
Offence - Can recruit warriors and specialists, can send war actions against declared enemies
Progress - Takes studying actions and art patronage
Restoration - Takes stability improving actions
Spirits - Expands Holy Sites
Trade - Sends out trade missions, produce art and luxuries

Copper Mine - A source of copper is known within the People's territory, and it can be expanded to produce not just small amounts of the ore for art purposes, but into a full fledged mine. The effects are unpleasant but the People think they can contain the worst of it.
*S: -3 Econ, +5 Econ next turn, other effects
*M: +3 Econ, other effects

Enforce Law - The king is a servant of the law, and he can use the army to remind people of that fact
* S: 0 to 1 Stability, +1-3 Centralization
* M: 0 to 1 Stability, greater odds of stability gain, +2-3 Centralization
* the more settlements with walls outside of the capital, particularly large walls, the less effective this action is

Expand Economy - Encourage the growth of food producing activities such as farming, pastures, or fishing, depending on where focus is placed
* +1 Econ, potential additional effects
* 9 uses remain before requiring new territory

Expand Forests - The People have knowledge of how to regrow and repair forests, which extends to bringing them to places they have never been, with considerable effort
* S: -1 Econ, grows forest, +1 Econ next turn if in settled territory and controlled
* M: -1 Econ, grows forest, +2 Econ next turn if in settled and controlled territory

Expand Holy Sites - The current places dedicated to the spirits and wisdom have accumulated interesting objects and tellers of stories, but they could be made a bit better
* S: -1 Econ, +1 Mysticism
* M: -2 Econ, +2 Mysticism, +1 Art, potential additional effects

Expand Snail Cultivation - While now more reliably grown and harvested, the snail domestication has only managed to hold environmental changes at bay rather than increase production. More investment would increase cultivation
* S: -1 Econ, +1 Diplo
* M: -2 Econ, +2 Diplo, potential additional effects

Expand Warriors - More men can be inducted into the ranks of the warriors every year and not face major food shortfalls
* S: -1 Econ, +1 Martial
* M: -2 Econ, +2 Martial, potential additional effects

Improve Annual Festival - A festival for every season, but their expansion can help put the People at ease and teach good practices.
* M: -2 Econ, +1 Stability, +1 Art chance for additional effects
* 2M: -3 Econ, +1 Stability, +3 Art, chance for additional effects
* Max Stability: Legitimacy - 1

More Blackbirds - Elite scouts and woodsmen, the Blackbirds are a potent force, if not exactly mainline fighters. More of them could prove useful
* S: -1 Mysticism, +1 Martial more Blackbirds
* M: -1 Econ, -1 Mysticism, +1 Martial, many more Blackbirds, additional effects

More Carrion Eaters - Keepers of sacred and profane knowledge, the Carrion Eaters thread a dangerous path but bring valuable knowledge for treating wounds and inspiring courage, greatly bolstering the morale of warriors by ensuring them that their companions are not doomed if they fall. More could prove useful.
*S: -1 Mysticism, +1 Martial, more Carrion Eaters
*M: -1 Econ, -1 Mysticism, +1 Martial, many more Carrion Eaters, additional effects

More Boats - The things are expensive but oh so useful, so having more of them will increase your capacity for trade, travel, and fishing
* S: -2 Econ, +1 Econ and +1 Diplo next turn, other potential effects
* M: -2 Econ, +1 Econ end of turn, +1 Econ and Diplo next turn, additional effects, tiny chance of innovation;
* used 3 times

New Settlement - There are a few new sites that could have new settlements placed on them: within Northshore (inland to the north into the plains), badlands, eastern hills, northern pastures within Stonepen, southern shores, west of the Black River (west of Northshore province)
* S: +1 Econ next turn, increases number of times Expand Econ can be taken
* M: +1 Econ and +1 Mysticism end of turn, increases the number of times Expand Econ can be taken
Special: Badlands settlement requires a Main action to work at all and only returns as a Secondary, but increases response time and decreases logistics for movement in and out of the badlands
Special: Main action for Eastern Hills, Southern Shores, Black River produces a new province

New Trails - The new coastal settlement is supported mostly by boats and the expansion of the limited trails there would be of great utility
* S: -1 Econ, +1 Centralization, other effects
* M: -1 Econ, +1 Centralization, +1 Diplo, other effects

Proclaim Glory - A recent innovation from the south, by using art the King can promote people to trust his decisions; modified by Diplomacy skill
* S: -2 Art, +1 Legitimacy
* M: -3 Art, -1 Econ, +1 Legitimacy, +1 Stability, potential +1 Prestige
* Max Stability: Legitimacy

Restoration of Order - The people are uncertain, and into that uncertainty bad behaviour can flow. Send in the warriors to reassure people and root out corruption and dissent, restoring the proper function of the People. Max Stability: 0 or Legitimacy, whichever is lower
* S: Gain -1 to 2 Stability
* M: Roll twice, take best result
* modified by Administrative skill


Sailing Mission - The new boats have proven themselves capable of exploring long distances, so what else might they discover along the shores of the sea?
* S: Potential new discoveries
* M: -1 Econ, improved odds of success

Study Forests - The holy site within the sacred forest is the repository of lore on the forests and the things within them, but could the shamans learn more? 1 Use
* S: Potential new discoveries
* M: -1 Econ, improved odds of success

Study Health - What secrets of nature can be used to improve the health of the People?
* S: Potential new discoveries
* M: -1 Econ, improved odds of success

Study Metal - You have worked out the important features of metals like copper, silver, and gold, but are there other metals one can find?
* S: -1 Mysticism, tiny chance of new insights
* M: -1 Econ, -2 Mysticism, greater chance of new insights

Study Stars - What secrets do the heavens hold when you study the stars and their motions carefully? 7 Uses, 4 Uses in a Row
*S: +1 Mysticism, tiny chance of new insights
Cannot be used as a Main action

Survey Lands - Foreigners have discovered strange materials within their lands, are these materials perhaps also found within the lands of the People?
* S: Potential new discoveries
* M: -1 Econ, improved odds of success; used 1 time

Trade Mission - Sending a major caravan to another large group can bring new opportunities and find out more about the outside world
* S: -1 Diplo, additional effects depending on target, +1-2 Diplo end of of turn;
* M: -1 Diplo, -1 Econ, additional effects depending on target, +1-2 Diplo end of turn, +1-2 Diplo next turn

War Mission - You can send raiding parties against groups that have declared themselves hostile. Can only declare war if you have a valid casus belli (currently only if someone declares war first)
* S: Potential loss of Martial, can prevent Econ and Diplo damage when being attacked, can damage enemy Martial and Diplo
* M: Probable loss of Martial, can prevent Econ and Diplo damage when being attacked, can damage enemy Martial, Diplo, and Econ, always has a mid-turn decision point

Reminder: 2 {S} applied to the same project = 1 {M}
Additionally: 2 Mains may have non-linear effects

Mega-Projects - Mega-Projects can require many generations to complete, take an unknown amount of time to do so, and drain Econ while active, but can produce massive benefits once complete. Once chosen, the occupy the Main Focus slot until either completed or stopped early. Early stopping once started does not refund any of the investments and increases social strife. To reduce confusion, mega-projects are not listed as part of the voting project list and must be "written-in".
The Garden - The canal has greatly expanded the People's knowledge of controlling and directing water. A smaller but more personal project has been proposed to improve Valleyhome [Stewards] [King] (3-6? action commitment, -1 Econ per action)
Great Dam - The river can run wild and dangerous when the rains come strong, but could it not be controlled by the same principles by which the water on the hills is channelled and contained, merely on a larger scale? [Stewards][King] (4-7? action commitment, -1 Econ per action)
Place to the Stars - The shamans have noticed deeper patterns among the stars than they ever imagined, and setting up long term memories of where things should be could be intensely useful, if also labour intensive to get sufficiently durable markers in place [King] (7-10? action commitment, -1 Econ per action, some Mysticism commitment)
Saltern - Building in the sea and experience with wall construction and fish traps suggests the possibility of trapping large amounts of water to extract tremendous quantities of salt [Stewards] (4-7? action commitment, -1 Econ per action)

[Stewards] special kicker: Pay 1 Stability to double the effort on a megaproject action, consuming twice the required per turn resources but advancing the job faster. If taking a second main action on a megaproject, requires additional Stability payment to double that as well.
One [Main] and two [Secondary] actions.

[] Art Patronage
[] Black Soil
[] Build Chariots
[] Build Wall
[] Build Watchtowers
[] Change Policy
[] Copper Mine
[] Enforce Law
[] Expand Economy
[] Expand Forests
[] Expand Holy Sites
[] Expand Snail Cultivation
[] Expand Warriors
[] Improve Annual Festival
[] More Blackbirds
[] More Carrion Eaters
[] More Boats
[] New Settlement
[] New Trails
[] Proclaim Glory
[] Restore Order
[] Sailing Mission
[] Study Forests
[] Study Health
[] Study Metal
[] Study Stars
[] Survey Lands
[] Trade Mission
-Target Options: Highland Kingdom, Thunder Horses, Metal Miners, Lowland Minors, Southern Hill People, Dead Priests, Into the Wild
[] War Mission
-Target Options: Northern Nomads


Provinces for Projects: Valleyhome, Redshore, Stonepen, Sacred Forest, Northshore
Major Holy Sites: Rainbow Trail, Sacred Forest, Holy Sea, Horse Valley, White Circle, Warrior's Rest
 
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Quick question, (cause I am unlikely to participate in the thread in a major way) is magic in this verse a real thing (like that void from the Spirit Talkers) or is it just mysticism.../both?
 
[X]Dead Priests
[X][Main]The Saltern
-[X][Kick]The Saltern
[X][Secondary]New Settlement-Southshore
[X][Secondary]New Settlement-Southshorex2

What we discussed last turn. Honestly, it doesn't matter which one we do, Gardens or Saltern, but I'm partial to the saltern due to synergy with settling southshore

As for trait, TGG has been awesome for us
 
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Land of Opportunity + Greater Good -> Cosmopolitan Acceptance
The People see not outsiders but fellow humans in need of assistance, and are always willing to offer aid, knowing that even when friendship is uncertain the act of offering is a cleansing one.
Pros: Enhanced absorption of new ideas, +1 social value from current or historical neighbours, whenever a neighbour suffers a stability drop have the option to also suffer a stability drop in exchange for a large boost to Econ and technological and social advancement by absorbing especially large numbers of people, the first Econ boost a turn only has a chance of causing a stability drop rather than a guaranteed drop
Cons: Many think you weak, no longer have the option to turn away the needy, sometimes you get values you didn't expect
**kicks down door**
CROW HOLY FUCK
 
"This is their sacred Book of the Living, a guide to how the body is laid out, the various diseases and injuries of the organs, and every treatment they know against each of these. They told me that while they understand that many do not like how their ancestors acquired this knowledge, they themselves are only from the healing caste of their priesthood, who are forbidden from actually performing any sort of sacrifice. They consider their own lives to be a component of the payment towards your generosity, but ask that if they are to be killed that they be able to give you a proper translation of the Book of the Living first so that you might make use of it. They are also instructed to share their knowledge with your healers as well," the trader explained.
Trait Fusion
Land of Opportunity + Greater Good -> Cosmopolitan Acceptance
The People see not outsiders but fellow humans in need of assistance, and are always willing to offer aid, knowing that even when friendship is uncertain the act of offering is a cleansing one.
Pros: Enhanced absorption of new ideas, +1 social value from current or historical neighbours, whenever a neighbour suffers a stability drop have the option to also suffer a stability drop in exchange for a large boost to Econ and technological and social advancement by absorbing especially large numbers of people, the first Econ boost a turn only has a chance of causing a stability drop rather than a guaranteed drop
Cons: Many think you weak, no longer have the option to turn away the needy, sometimes you get values you didn't expect
I am @Omegahugger, and I approve of these developments.
 
[Main]The Saltern
-[Kick]The Saltern
[Secondary]New Settlement-Southshore
[Secondary]New Settlement-Southshorex2

Saltern also gives us a +1 Stability right off the bat.
 
@Academia Nut ....that first econ boost stab negation, does it depend on the size of the of the stab hit, or can we attempt say a -10 stab hit and still be able to potentially negate it?
 
General
Diplomacy 7
Economy 7
Martial 8

Stability
Stability 1 (confident)
Legitimacy 3 (max)

Organizational
Centralization 5
Hierarchy 6

Cultural
Art 4
Mysticism 7
Prestige 5
+2 Econ, +2 diplo, +1 stab, +1 art, +1 mysticism...pretty good boosts all around, means we rolled well and got hidden bonuses from our choices
Ancient human anatomy
The dead priests gift to us
Copper Mine - A source of copper is known within the People's territory, and it can be expanded to produce not just small amounts of the ore for art purposes, but into a full fledged mine, but the effects are currently unpleasant. Stability cost can be reduced if a way of mitigating the ecological damage can be developed.
*S: -3 Econ, +5 Econ next turn, other effects
*M: +3 Econ, other effects
Copper mine no longer takes stability, yes! Fluff needs to be updated still i guess
Expand Economy - Encourage the growth of food producing activities such as farming, pastures, or fishing, depending on where focus is placed
* +1 Econ, potential additional effects
* 9 uses remain before requiring new territory
7->9 slots, not sure where they came from...
Study Metal - You have worked out the important features of metals like copper, silver, and gold, but are there other metals one can find?
* S: -1 Mysticism, tiny chance of new insights
* M: -1 Econ, -2 Mysticism, greater chance of new insights
Down to tiny chance now that we know so much more
Land of Opportunity
You welcome all, offering food and shelter if they will contribute to your community. Sometimes these newcomers behave badly, and sometimes they bring strange new ideas, but in general they strengthen your community, especially in the long run
Pros: Enhanced absorption of new ideas, +1 social value from current or historical neighbours, whenever a neighbour suffers a stability drop, have the option to also suffer a stability drop in exchange for a large boost to Econ and technological and social advancement by absorbing especially large numbers of people
Cons: Many think you weak, not accepting the needy can cause stability drops, sometimes you get values you didn't expect

Land of Opportunity + Greater Good -> Cosmopolitan Acceptance
The People see not outsiders but fellow humans in need of assistance, and are always willing to offer aid, knowing that even when friendship is uncertain the act of offering is a cleansing one.
Pros: Enhanced absorption of new ideas, +1 social value from current or historical neighbours, whenever a neighbour suffers a stability drop have the option to also suffer a stability drop in exchange for a large boost to Econ and technological and social advancement by absorbing especially large numbers of people, the first Econ boost a turn only has a chance of causing a stability drop rather than a guaranteed drop
Cons: Many think you weak, no longer have the option to turn away the needy, sometimes you get values you didn't expect
Eesh, that's not as good a boost as we expected...unless i'm misunderstanding, we have to take all refugees now, and in exchange just get a chance for the first stability loss to be countered...unless this just means we have to take at least one stab worth of refugees, but can still choose how much...AN? Cause thats a major difference between "Absolutely amazing" and "powerful but with a major drawback"


Also, we lost grand sacrifice, so we should pick greater good up again
 
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