Diplomacy 14->
13 (overflowing) (+2) [+1]
Lost one from Trade Mission, gained 2 from Trade Mission next turn. Plenty of art at least
Economy 2 (+2+1)->4 (+1)
Settlements cash out.
Art 3->3
Overflow prevented by the drop in Diplomacy maybe?
Mysticism 0 (+2)->3
Settlements cashed out. Event led to a Holy Site expansion.
And here we have one of the nice pain relief techniques. Nothing really huge, except in quality of life. Being able to even mitigate pain is a blessed thing.
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.
Symphony is nice like that.
Precedent set, the babbling are hurt and should be treated with care.
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.
The Nomads are going to be packing Metal gear this time potentially if they found a bronze source.
Metal Workers are of course enormously interested in brasses, probably very smug about their progress.
Heh.
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.
Oh wow, they went out there to get extra nomads because they didn't have enough anymore. And to get new weapons too. We can expect bronze weapons to show up soon. We need a counter.
Just how much damage did we do to them anyway?
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.
Oh god. TWO NOMAD HEROES WORKING TOGETHER?
Armed with
Bronze?
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.
And we have the first asylum for the insane.
Nice and pretty view.
I wonder how many people actually set up a nice view for their insane. Probably not that many.
This would be prime land for noble families elsewhere to watch over their domain.
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.
Yeah well, if you're dealing with an ex-warrior afflicted by PTSD induced rages, the ability to wrestle them to the ground is a required job skill.
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.
Is this one of the "this guy is insane, please be kind to him and get the nearest shaman to help get him somewhere safe" tattoos we use to mark criminals in the past. Adapted for containing the senile or deranged.
Or is it medicinal?
"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.
Oh, injury induced severe dyslexia?
Man, that'd have been IMMENSELY frustrating to him if everyone took it to be words of prophecy.
Also I think he wants fruit juice.
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.
Ah, the "harmony smoke".
And we've set a tradition of healthcare for the mentally ill, which is great.
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.
Oh I see, the most likely concussion victims are warriors. Who have influential families, who paid for the place by pulling in favors.
Harmony!
Well that and probably a little bit of corruption
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."
We're on the verge of a breakthrough into...I think it's Sanatoriums(which is a dedicated healthcare facility that's NOT a religious site), but it could be primitive psychology.
Because we managed to treat some of our insane, which when you go through a few common mental illnesses, it's likely to be the common symptoms of PTSD(schizophrenia, compulsions, paranoia, etc). This will also be good for dealing with the aftermath of war and also with absorbing refugees, as well as people suffering the unique city-based stressors of overcrowding and social stress from dealing with lots of people.
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.
Ah, medicinal, he's mapping out the acupressure stimulation points with an enthusiastic candidate.
Man I wish we had the Library, so we can preserve the insights accurately, the acupuncture treatment helps people heal by reducing pain induced wound aggravation(and thus, the resultant inflammation of stressed sutures).
Also first hand testament that it works great for stress induced headaches and neck pains, which I believe our clerks and chiefs are very thankful for.
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.
I love seeing how much our Kings trust their people. You know, most places the nobility wouldn't trust commoners or even priests with sharp objects in the same room, but we have a king here volunteering to try out face stabbing as a cure for pain.
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
Only thing that matters here is the Mid Turn and Next turn.
90% sure this is Metal Gear.
Which is important because the Nomads are coming with Bronze.
Bloody expensive to build though.
And if Iron weapons bring us victory by the mid turn, I think we can break the superstition entirely.
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
Interesting that the Main actions here still have guaranteed additional effects(here for instance, the sanatorium is staffed by retired Carrion Eaters). We hadn't probed deep enough yet.
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
Expansion Bad. Expanding into a warzone is a bit unwise...
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
One day, we will Double Main this properly.
But not today.
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
@Academia Nut
You forgot the update the Casus Belli list.
Special: Studying Health this turn may produce special results
This is probably either studying further into Acupuncture techniques, or spreading Sanatoriums so every city has one.
Special: Changing Policy of Defence or Offence does not cost an action this turn
Too late to Defence. The time would have been last turn.
My vote:
[X][Main] Build Iron Mine
[X][Secondary] Study Health
[X][Secondary] War Mission - Northern Nomads
[X] Change Policy - Offense
Reasoning:
-Iron Mine to get Iron weapons ready by the mid-turn. We'd need it.
-Study Health to get the Acupuncture advance or the Hospice/Sanatorium advance
-War Mission + Offense because of Symphony - Our efforts get multiplied if the King performs a War Mission along with our provinces and the Stallion Tribes. We're dealing with TWO Heroes here. Half measures gets People killed
-NOT boosting Stability because it's secondary to not getting flattened by Double Trouble Nomads. We can eat Stability -1 for a time. Restore Order next turn.