Y'all always say copper age as if we didn't attribute plentiful harvests to God 400 years ago. Just say pre-rationalist or something.

Everyone is touched by the spirits cus everyone has a spirit in them. It's when you have more than one that problems start happening.
Pretty sure we STILL do that in many places and for many people
 
[X] Stockpile resources for the return of the Doom Comet (+1 Stability if over 5 Econ by mid-turn next turn, ???)

@Karugus makes a pretty compelling argument that poking at the world is mandatory for progress. So I guess I should pick the one option which is unlikely to come true, and, if it does, we are prepared for it.
 
I feel like people forget, or ignore, that the Ymaryn are a copper age culture, that while pretty advanced in some respects, is still very primitive. Spirits exist and are clearly real to them. If you ask an Ymaryn why the crops were bountiful this year, they'll reply that the spirits of the earth were happy. If there is a drought and the crops fail, the response will be that the spirits were angry or demons were at fault. They understand illness and injury in terms of demons possessing the body through a wound, or by poison spells and curses. This type of belief isn't going to change for many centuries, since to the People this is how the world works.

What I'm worried about with this current vote, is the People will Observe that a man has been potentially touched by the spirits and the leaders dismissed it. Then an event comes along, doesn't even have to be the comet it just has to be similar to his ramblings, and we'll take a hit for ignoring the spirits. I'd also point out that by ignoring, we're actually going against Observance, because we're ignoring what he's saying instead of investigating in some fashion.
This why I voted for Star Mirror. We investigate so no risk of dropping Observance. It works with their socio-political-technical context. It has a low chance of proccing the Prophets = Touched in the Head Belief generation, less than either ignore or stockpile. It has no relation to Weapons of the Gods so it can't strengthen it. It provides us a free study star equivalent.

And it's only cost is possibly breaking the Holy Site there, which we can fix for 1 econ next turn.


But hey Polarization of View! Ain't it a wonderful sociological phenomenon.
 
Last edited:
Frankly it's not that far away from much of modern psychology. Jung's archetypes are essentially spirits; there's no particular reason to not use that word.

Even in pop culture we see it: we know there's a little Slim Shady in all of us. :) Spirits are, at their most basic, a metaphor for 'unseen actor'. And there are a lot of those in life.
 
Frankly it's not that far away from much of modern psychology. Jung's archetypes are essentially spirits; there's no particular reason to not use that word.

Even in pop culture we see it: we know there's a little Slim Shady in all of us. :) Spirits are, at their most basic, a metaphor for 'unseen actor'. And there are a lot of those in life.
Yeeeep. There is also an unseen actor in all of us that sometimes says "Nope you will not even vaguely consider this idea/concept X." and you get Polarization of Views where people try their damnedest to prove their basic assumption to the detriment of actual meaningful debate.

E: It's happened to me several times already.

E2: It usually operates under the name of 'I don't want to be wrong'.
 
Last edited:
Black mirror sun
eclipse

spear ash
weapons and fire

bleeding vein
blood from war

return sky streak
might be comet, but streak could be the rays from the eclipse spreading across the sky.
That's if you break it up into small chunks though. If you try to take the whole thing at one go, the number of possible readings drop dramatically
Tbh, though, you could just associate all of it w/ what someone falling from their carriage would see.
Well hmm:
-Black Mirror Sun - I saw darkness and then saw a bright light. Concussion.
-Spear Ash - Aren't most spears currently made from...fire hardened wood? Because it's less likely to lose the head suddenly
-Bleeding Vein - I'm bleeding out here, I'm dying!
-Return Sky Streak - Oh good, I can see the sky again, why are there lines all over everything?
I don't think Merchants would be conservative, they interact with varied people too much to not be affected.
In the sense that they will retain their values because their families routinely travel long distances and spend little time in any given place. Each merchant family has a social group which is:
-Immediate relatives
-Caravan guards
-Wives married in from their trading locations
-Spending a few days every month in random village #4

Basically, you can consider each merchant family to be their own little culture.
Think sailors, their social group is mostly everyone else in their little group, they are more supersitious about environmental omens(as a nasty storm could ruin them) and war based things, but less superstitious about harvests, artisans and taboos because they travel a lot of places and they're perfectly fine despite molesting the dead daily, while the metal workers are perfectly fine despite their massive use of metal.

Infantry = militia. Archers are probably somewhat/fully open to the public, at the very least in that hunters exist as a separate group and bows are cheaper to make or acquire than a carriage and pony would be.
There's probably elite infantry and archer families developing, we just don't have them as distinct groups yet. The division between a hereditary elite warrior, a hereditary warrior, and an ascended militia warrior is...fuzzy.

So we look at our unit types:
-Chariot Archers - Hereditary elite only. You need to learn to shoot from a moving platform at a very young age to develop the necessary musculature, instinctual aim and sense of balance. You also have to be a little bit crazy to do this.

-Chariot Warriors - Hereditary preferred. A chariot is an expensive investment in craftsmanship and animals, so the kids who have their parents teaching them how to drive young will have an advantage in justifying the use of one such.

-Blackbirds - Hereditary semi-preferred. Blackbirds come in from the sneaky and observant trainees, who'd be those who have hunters and other blackbirds as parents, though not truly exclusive. Then the shamans train them.

-Carrion Eaters - Open. Comes from shaman background anyway, who pick from the weirdos to begin with.

-Archers - Open. Archery also takes a lot of training from youth to be really good at it, with the best archers having entirely warped muscle and skeleton structures to pull the biggest bows. In theory anyone could go for it, and our militias will provide a supply of kids with archery training to tap into, but archers training their kids to shoot would be better..

-Infantry - Open. Mostly see Archers
 
[X] Stockpile resources for the return of the Doom Comet (+1 Stability if over 5 Econ by mid-turn next turn, ???)
 
That's if you break it up into small chunks though. If you try to take the whole thing at one go, the number of possible readings drop dramatically

Well hmm:
-Black Mirror Sun - I saw darkness and then saw a bright light. Concussion.
-Spear Ash - Aren't most spears currently made from...fire hardened wood? Because it's less likely to lose the head suddenly
-Bleeding Vein - I'm bleeding out here, I'm dying!
-Return Sky Streak - Oh good, I can see the sky again, why are there lines all over everything?

In the sense that they will retain their values because their families routinely travel long distances and spend little time in any given place. Each merchant family has a social group which is:
-Immediate relatives
-Caravan guards
-Wives married in from their trading locations
-Spending a few days every month in random village #4

Basically, you can consider each merchant family to be their own little culture.
Think sailors, their social group is mostly everyone else in their little group, they are more supersitious about environmental omens(as a nasty storm could ruin them) and war based things, but less superstitious about harvests, artisans and taboos because they travel a lot of places and they're perfectly fine despite molesting the dead daily, while the metal workers are perfectly fine despite their massive use of metal.


There's probably elite infantry and archer families developing, we just don't have them as distinct groups yet. The division between a hereditary elite warrior, a hereditary warrior, and an ascended militia warrior is...fuzzy.

So we look at our unit types:
-Chariot Archers - Hereditary elite only. You need to learn to shoot from a moving platform at a very young age to develop the necessary musculature, instinctual aim and sense of balance. You also have to be a little bit crazy to do this.

-Chariot Warriors - Hereditary preferred. A chariot is an expensive investment in craftsmanship and animals, so the kids who have their parents teaching them how to drive young will have an advantage in justifying the use of one such.

-Blackbirds - Hereditary semi-preferred. Blackbirds come in from the sneaky and observant trainees, who'd be those who have hunters and other blackbirds as parents, though not truly exclusive. Then the shamans train them.

-Carrion Eaters - Open. Comes from shaman background anyway, who pick from the weirdos to begin with.

-Archers - Open. Archery also takes a lot of training from youth to be really good at it, with the best archers having entirely warped muscle and skeleton structures to pull the biggest bows. In theory anyone could go for it, and our militias will provide a supply of kids with archery training to tap into, but archers training their kids to shoot would be better..

-Infantry - Open. Mostly see Archers
I wonder if we have a disproportionate amount of Archers compared to spear dudes (read: Infrantry)? We certainly have a lot of archery tech and it would make sense to have a lot of people using them. Especially since bow use to a moderate level is a life skill in these times because it means you can have supplemented diet. Seems to me that most of our pop should know their way around a bow. I could just be assuming/conflating because hey Elves!
Adhoc vote count started by BungieONI on May 19, 2017 at 12:25 AM, finished with 593 posts and 85 votes.
 
This why I voted for Star Mirror. We investigate so no risk of dropping Observance. It works with their socio-political-technical context. It has a low chance of proccing the Prophets = Touched in the Head Belief generation, less than either ignore or stockpile. It has no relation to Weapons of the Gods so it can't strengthen it. It provides us a free study star equivalent.

And it's only cost is possibly breaking the Holy Site there, which we can fix for 1 econ next turn.


But hey Polarization of View! Ain't it a wonderful sociological phenomenon.

If the comet option didn't provide stability I'd have probably picked that option too :D
 
If the comet option didn't provide stability I'd have probably picked that option too :D
I go for stability by instinct. I did at first this vote, then I thought about it some and realized "Oh hey this has some nifty stuff in it."


Oh well I have my axe and my magma pump, I can deal with the salt that is inevitably coming whether or not bad things happen on the mid turn. Some one is going to be unhappy either result so best I can do is deal with it.
Adhoc vote count started by BungieONI on May 19, 2017 at 12:42 AM, finished with 596 posts and 85 votes.

Adhoc vote count started by BungieONI on May 19, 2017 at 12:52 AM, finished with 597 posts and 86 votes.

Adhoc vote count started by BungieONI on May 19, 2017 at 1:13 AM, finished with 598 posts and 87 votes.
 
[X] Military scouting mission
[X] Stockpile resources for the return of the Doom Comet (+1 Stability if over 5 Econ by mid-turn next turn, ???)
Wee~ late vote change...
 
[X] Stockpile resources for the return of the Doom Comet (+1 Stability if over 5 Econ by mid-turn next turn, ???)

Wheee, stability
 
[X] Stockpile resources for the return of the Doom Comet (+1 Stability if over 5 Econ by mid-turn next turn, ???)
 
I'm in an ominous mood.

It's this music's fault.



Seems fitting given the quote in Fey Mood.
Adhoc vote count started by BungieONI on May 19, 2017 at 1:31 AM, finished with 601 posts and 87 votes.

Adhoc vote count started by BungieONI on May 19, 2017 at 1:44 AM, finished with 602 posts and 88 votes.
 
Vote Tally : Paths of Civilization | Page 1456 | Sufficient Velocity
##### NetTally 1.9.0
[42] This man is sick, care for him but ignore his ramblings (???)
[41] Trade mission to the Metal Workers (-1 Diplomacy)
[31] Stockpile resources for the return of the Doom Comet (+1 Stability if over 5 Econ by mid-turn next turn, ???)
[27] Military scouting mission
[13] Examine Star Mirror (possibility of disrupting holy site, ???)
[3] Trade mission to nomad tribes (-1 Diplomacy)
[1] Trade mission to Thunder Horse (-1 Diplomacy)
[1] Examine Bleeding Cliff (possibility of disrupting settlement activity, ???)
Total No. of Voters: 87
 
Peculiar results
[X] This man is sick, care for him but ignore his ramblings (???)
[X] Trade mission to the Metal Workers (-1 Diplomacy)

Thinking it over, the king then went and consulted with other shamans before he told those overseeing the injured man, "Upon consideration of the elements involved, I have come to the decision that the only resources to be used are those to tend to this poor man. While it is entirely possible that the spirit within him is one of prophecy, I find upon the balance of things that we are dealing with a spirit that is either confused or has malicious intent. Either way, we are to seek to either exorcise it, or at the very least care for him and ease whatever suffering the spirit within him is causing as best we can."

More than one shaman protested this, but when the king tells you that you will have no further authorization to continue the line of inquiry, well, that was that.

Meanwhile, the king authorized that a trade expedition should be sent out to the Metal Workers to see if they might have heard anything from the nomads. Given that the leader had to some extent been trying to dominate the metal trade, it made sense that he might have something to do over there. As it was, the traders found out relatively little from the Metal Workers, although they did pick up a clue in the fact that several examples of the funny sort of copper that the Eastern Thunder Horse occasionally used had been brought to them to have a look at, and not by the People. The Metal Workers for their part had been quite interested and were offering extra for any further examples, but obviously weren't about to reveal what secrets they might have discovered from the metal.

Given the reports from the traders though, the People have enough clues to orient themselves correctly for when the nomads return, the first wave drawn from far distant tribes never before encountered by the People.

It soon enough becomes clear that the People had managed to deplete the numbers of the nomads badly enough that their king had withdrawn them... well before they broke, so that they could be used to force new, fresh tribes to submit and thus replenish their numbers, while also taking the time to look for new weapons to counter the advantages of the People. It was somewhat admirable in a way if it weren't so infuriating.

Also, part of the delay was because apparently the king had a son who was just as skilled as he and the two of them had a brief spat to sort out who was in charge before deciding that they could in fact stand to work with each other in an attempt to dominate the steppes.

The king, he had a headache, and an upset stomach, most days after this fresh round of torment started. Looking for relief, he discovered that his immediate predecessor had accidentally set something into motion when he had ordered a chariot driver injured in an accident taken care of but his ramblings ignored.

Sitting in a quiet grove on the outskirts of Upper Valleyhome was a peculiar compound, the white adobe buildings surrounded by a sturdy wall that was evidently meant to keep the people inside rather than keep anyone else out. While bucolic enough looking, having an amazing view of the city with dozen tiers carved into the hill it sat on, each one stuffed with two or three story multi-generational houses of extended families, parks full of green trees and bushes, red brickwork streets, and burbling pools and waterways that spilled from one tier to another, the location was mostly avoided by the neighbours despite the excellent location. The occasional maddened scream was probably a major contributing factor.

The shamans in charge of the location were all apparently either Carrion Eaters too old for active duty, or shamans considered for the role who just weren't quite able to meet the demanding physical requirements. The combination of wisdom, patience, and the ability to get into a scrap were all apparently deeply necessary to working at this location.

Sitting quietly along with the shaman who ran this place in the outer ring of the spirit haunted place, mumbling under his breath, was the miraculously still alive chariot driver that the king vaguely remembered his predecessor. What was left of his hair was going prematurely grey, and there were several esoteric tattoos that had been added to his head and face, but his continued survival was in fact why this place existed at all.

"We all assumed that certain phrases had meaning, that the spirits afflicting Forgyth were trying to speak with us, but what they were really doing was getting in the way of his ability to put the words he wanted into his speech," the shaman, Hygurtyn, explained to the king who had come to see him.

"Crush fruit sky buttock," Forgyth said, speaking up with a slight slur.

"I'll make sure to tell Dothwyn next time I see him so he can get you some," Hygurtyn said, eliciting a roll of the head and sticking out of the tongue from the former driver.

The king just looked on in confusion, and Hygurtyn said, "The fact that you came to visit has him pleased and excited, but when he gets excited his condition gets worse. There are a few herbs and aromatic smokes we use to help calm the patients. When Forgyth is sufficiently calm enough he is able to make himself understood after some translation. I figured this out a few years ago and have been working with him and others similarly afflicted by malign or confused spirits ever since. I don't think that the original orders covered all of this," Hygurtyn then waved to the whitewashed room around them, obviously referring to the compound, "but we got help from the families of those we treat and the clerks just sort of went along with some of the requests since the orders had the royal seal. In any case, once I realized that that once calm Forgyth would use the wrong words and phrases consistently and thus I could learn to interpret what he meant, I was able to apply these lessons to others. Not all respond the same as Forgyth, but some respond better and do not actually need to be kept here."

The king nodded and said, "While there are probably some who might consider this compound an overstep on your part, I will admit to actually being appreciative of its existence now informed. While part of this is obviously an inspection, I had also heard that your studies had brought other skills."

Smirking, the middle aged shaman asked, "You wish to know of my headache cure I take it?"

"Well, partly for my benefit, partly for the benefit of all," the king admitted.

Nodding, Hygurtyn rolled up his sleeves to show off the tattoos on his arm, and also nodded to Forgyth, who rolled his head in a manner that the king realized was his spirit addled interpretation of a nod.

"There are many channels within the body, blood vessels being the most obvious. While I did not find them myself, I did work out how to greatly expand the use of other, secondary channels, which I make easier to find via the application of tattoos. The application of pressure, thin needles, or hot stones to the right places in the right combinations helps alter the flow of spiritual energy, which can be used to help calm the spirit and heal the body when done correctly. Add in the right herbal and aromatic treatments and great things can be achieved. I can't cure broken bones with my methods, but I can manage the pain so that the patient remains calmer and minimizes agitating the damage while it heals," Hygurtyn explained.

The king absorbed this and said, "While I hate to take you away from this, but if what you say is true I may need you to travel to Rainbow Trail..."

Pulling out a few fine copper needles from his robes, the shaman asked, "Would you care for a demonstration?"

A few needles in the face later and the king was telling this man to go teach what he knew to the other shamans as soon as possible, so that all might benefit from the surprising and counter-intuitive discoveries.

If only the nomads would quietly solve themselves as this issue!

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: 4 times
* S: -1 Econ, +2 Martial
*M: -2 Econ, +4 Martial, other effects

Build Iron Mine - In the settlement of Bleeding Cliff there is a cliff streaked with red stone that is a known source of star metal. The large scale mining and smelting of the ore could have... considerable... benefit.
*S: -4 Econ, -1 Stability, +??? next turn
*M: -4 Econ, -1 Stability, +??? mid-turn

Build Wall - Long experience with retaining walls has lead to the idea of a settlement wall for protection (Redhills and Blackmouth heavily walled; 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. (Northern provinces have many towers, Redhills has some)
*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
Infrastructure - Extended projects
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

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
* 16 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

Found Colony - When a province gets too distant, sometimes it is best to grant it additional autonomy so that they can get down to the business of working the land and gathering resources without needing to talk to the king about every little thing. Current Target: West of Black River
*M: -4 Econ, -2 Martial, founds colony to produce raw resources

Found March - Sometimes you need an extra buffer between you and hostile powers, or a place to stash excess warriors. Current Target: North-East
*M: -5 Martial, -2 Econ, founds march to take independent martial actions

Found Trading Post - When doing long distance trading, sometimes having your own infrastructure in place at the other end can be quite useful. Current Target: Greenshore River Mouth (Metal Workers)
*M: -5 Diplo, -2 Econ, -2 Martial, founds trading post to generate Diplomacy

Grand Sacrifice - Communal sacrifice is a great way to bring the People together, and to also even out class distinctions. NOTE: Because the People do not use human sacrifice, the Econ costs are especially harsh. Max Stability: Legitimacy
*S: -2 Econ, +1 Stability
*M: -3 Econ, +2 Stability

Integrate March - Better communications and administration means that the Stallion Tribes can be integrated into the People more fully, transitioning from a March to a province
*M: -6 Diplomacy, gain Econ and Martial from integrating March

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, +2 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, +2 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 4 times

New Settlement - There are a few new sites that could have new settlements placed on them: northern Blackriver, south-eastern Redhills
* 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

New Trails - There are many settlements with only marginal trails, so more could be useful
* 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

Salt Gift - With the saltern, the People have access to tremendous amounts of salt, which can be used to awe outsiders
*S: -5 Diplomacy, random amount of Diplomacy, Art, and Prestige generated
*M: -5 Diplomacy, random amount of Diplomacy, Art, and Prestige generated (min. 1 of each) and the possibility of Mysticism generation

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 - Iron and copper, gold and silver, what other secrets are hidden in metal and stone?
* S: -1 Mysticism, tiny chance of new insights
* M: -1 Econ, -2 Mysticism, -1 Stability, improved chance of new insights

Study Stars - What secrets do the heavens hold when you study the stars and their motions carefully? 7 Uses, 0/4 Uses in a Row
*S: +1 Mysticism, tiny chance of new insights
Cannot be used as a Main action

Study Tailings - A few generations of copper mining has built up a number of tailings pits, might there be any new insights within?
*S: -1 Mysticism, tiny chance of new insights
* M: -1 Econ, -2 Mysticism, -1 Stability, improved chance of new insights

Support Subordinate - Send resources over to a subordinate state to help prop them up.
*S: Transfer 1 Econ and Martial
*M: Transfer 2 Econ and Martial

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

Extended Projects- Extended Projects are major infrastructure projects that take more than a single Main action to complete but aren't as all consuming as megaprojects
Saltern - Need to find a new location through Survey actions or have more advanced technology to expand the existing saltern
Aqueduct - Redshore (0/12), Lower Valleyhome (0/6), Stonepen (0/8), Blackmouth (0/12), Sacred Forest (0/6), Redhills (0/8). Each {S} committed consumes 2 Econ for 2 Progress. Completion adds +4 Econ Expansion and can allow for the formation of another True City

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

Special: Studying Health this turn may produce special results
Special: Changing Policy of Defence or Offence does not cost an action this turn

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".
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] (4-6? action commitment, -1 Econ per action)
The Library - The People need to store ideas, not records [Observance] [King] (4-6? Action commitment, -1 Mysticism and -1 Art per action, 2 Econ total commitment)
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] (6-8? action commitment, -1 Econ per action, some Mysticism commitment)

[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] action and two [Seconday] actions available. The Stallions are currently being attacked by nomads and failure to send at least a Secondary War mission will likely result in stability loss. Setting policy to Offence is acceptable for this. Changing Policy of Defence or Offence does not cost an action this turn

[] Art Patronage
[] Black Soil
[] Build Chariots
[] Build Iron Mine
[] Build Wall
[] Build Watchtowers
[] Change Policy
[] Enforce Law
[] Expand Economy
[] Expand Forests
[] Expand Holy Sites
[] Expand Snail Cultivation
[] Expand Warriors
[] Found Colony
[] Found March
[] Found Trading Post
[] Grand Sacrifice
[]Integrate March
[] Improve Annual Festival
[] More Blackbirds
[] More Carrion Eaters
[] More Boats
[] New Settlement
[] New Trails
[] Proclaim Glory
[] Restore Order
[] Sailing Mission
[] Salt Gift
[] Study Forests
[] Study Health
[] Study Metal
[] Study Stars
[] Study Tailings
[] Survey Lands
[] Support Subordinate
[] Trade Mission
-Target Options: Highland Kingdom, Thunder Speakers, Metal Miners, Lowland Minors, Hathatyn, Xohyssiri, Thunder Horse, Into the Wild
[] War Mission
-Target Options: Northern Nomads

Provinces for Projects: Valleyhome, Redshore, Stonepen, Sacred Forest, Northshore, Blackriver, Redhills, Southshore
Major Holy Sites: Rainbow Trail, Sacred Forest, Holy Sea, Horse Valley, White Circle, Warrior's Rest, Star Mirror, Sunrise Grove, Skyforest, Bloodgrove, Spiritwell
 
Last edited:
[x] [Main] Build Iron Mine
[x] [Secondary] Black Soil
[x] [Secondary] Improve Annual Festival
 
Civilization Stats

General
Diplomacy 13 (overflowing) (+2) [+1]
Economy 4 (+1)
Martial 10

Stability
Stability 0 (neutral)
Legitimacy 2 (dented)

Organizational
Centralization 3
Hierarchy 6

Cultural
Art 3
Mysticism 3
Prestige 9

To defend or to beat up the nomads real good... Well, the nomads now have an heir so we're either in for a short end or a long haul.

[X] [Main] Proclaim Glory
[X] [Secondary] War Mission - Northern Nomads
[X] [Secondary] War Mission - Northern Nomads x2
[X] Change Policy - Offense
 
Back
Top