Kings and other high types tend to be buried in Rainbow Trail, everyone else in communal plots close to their homes.

Maybe?

Shipbuilding is passed down from master to apprentice.

Orphans are generally raised by the closest family member, and you can pretty much always find a home somewhere, even if that somewhere is with the shamans.

Any chance Gwygoytha is buried there? Would they be able to identify the tomb?

It would be an interesting archaeological find.
 
Kings and other high types tend to be buried in Rainbow Trail, everyone else in communal plots close to their homes.
Pretty normal then. Since we have a taboo against messing with the dead, we don't make it customary to move dead bodies far from where they died without shaman or carrion eater supervision.

How do we deal with these plots whenever we reorganize the city anyway?
Half exiles or just ignore them?
Presumably they are marked so we don't accidentally dig them up?

Orphans are generally raised by the closest family member, and you can pretty much always find a home somewhere, even if that somewhere is with the shamans.
Cosmopolitan Acceptance is lovely.
In the context of the omake: Given how often we cull the male population, it's a miracle their men aren't married off at birth with all the leftover widows.
And their children too, though children are easier if they just get moved and adopted.
Any chance Gwygoytha is buried there? Would they be able to identify the tomb?

It would be an interesting archaeological find.
Probably is, but I doubt she's going to be distinguishable from any of the many, many notables buried there since, male and female.
 
Testing the tally button on mobile:
Adhoc vote count started by BlueFlamingWings on May 25, 2017 at 9:19 PM, finished with 40955 posts and 84 votes.
 
Plague Trials
[X] Send missions to the chief belligerents (Secondary Trade missions to Highlanders and Thunder Horse)
[X] Main provinces (Chance of stability loss, +2 Econ)
[X] Challenge the validity of the Sacred Warding (???)

Very carefully considering the arguments presented before him and grappling with the ideas the shamans were arguing over, the king eventually came to the agreement that if one long held idea turned out to be fundamentally unsound then perhaps the examination of other ideas long held was also worth investigating. Consulting with the Spirit Chief, the king began to allocate resources to carefully and quietly do a test to see what would happen if some of the People were not given the Sacred Warding, to see if it actually worked the way the shamans said it did.

Fortunately, the new nomads being brought in did provide a population that had never been warded so they could see what happened if some were given the warding and some didn't - the ritual was odd enough to outsiders that without enforcement they could get a split simply by making it an option rather than mandatory-, and surely there could be some trader families who could use a hand, especially in traveling down into the lowlands to speak with the Highlanders and the Thunder Horse to see what was going to happen there.

On the diplomatic front the results were mixed if telling, in that both the Highlanders and the Thunder Horse were definitely getting ready to go at it over the territory between the rivers and were thus somewhat distant and cold towards the traders of the People. The traders were also somewhat concerned in that copper art objects had basically disappeared from being a part of trade in the Thunder Horse and they seemed circumspect about letting some of their elites actually be seen by traders, suggesting that maybe they had worked out a way for copper to actually be useful in combat, even more than their somewhat harder but mostly ceremonial version of the metal. Still, while both sides were clearly tensing up to have a swing at each other, neither was actually committed to making the first move...

Yet.

Of course, while the political scene was tense, the People did also politely remind both that they had territory in the north and they would appreciate it if their warriors avoided fighting there, with both kingdoms generally getting the message that the People wouldn't appreciate getting caught up in things. While the Highlanders had said a few words about closeness and family ties and the like, it was fairly obvious that their strategy didn't involve the support of the People. Meanwhile the Thunder Horse gave off the impression that the only reason they might have interest in attacking the People in the near future would be if it looked like the People might try to take advantage of the fighting to stab them in the back, which with the trade mission they felt somewhat more reassured on.

And as for the testing of the efficacy of the Sacred Warding?

By all the Spirits never try this again! It worked, it definitely worked! The quiet testing actually caused a mild panic among People already having a few integration problems with the new immigrants, and those dropping dead caused fears that they had either brought a new strain of star pox with them or had somehow broken the magic. The king reassured the People that it was an issue of mistakes being made and that the Sacred Warding was still effective, they had just missed a few new immigrants who had been exposed to the disease in the lowland, a few of them bringing it back with them, but as could be seen those who had undergone the ritual and received reinforcements were fine. This wasn't nearly as reassuring as it could have been, but for the most part the People accepted that things would be fine in the long run.

However, among the shamans, it presented them with what they had been looking for. The Sacred Warding ritual worked and they had proven it - admittedly with a rather awful test - and they could now compare their proof to what they had for the idea of metal being cursed. Metal could certainly be poisonous, but the shamans were now confident that the opening of mines could not actually bring down disasters like disease, drought, or invasion.

Oh wait, the nomads in the west had massed their forces and were attacking.

...

Oh wait, the nomads in the west were all dead.

In the time it had taken the messengers to reach the king to tell of the enemy massing on the steppes, the Stallion Tribes and the Western Wall had mobilized and torn the heart out of the enemy, sweeping aside dozens of warbands and smashing larger concentrations. With their new chariots the warriors of the People were now faster than the nomads, able to run them down and slay them iron tipped arrows and spears and overwhelming numbers. Warriors who had gathered expecting to harass and brutalize the People instead found themselves unable to run away fast enough.

The mountains were the Metal Workers lived were perhaps too far and too rough to assault directly, but the chiefs of the Stallions and the Wall promised to keep pressure on the western tribes in the hopes of being able to at least open up trade with the mountain folk once more, if not drive out the nomads entirely.

The shamans now had it: metal was awesome!

Clearly the People had been wrong in the past to consider metal cursed as broadly as many had believed. It soon became consensus among the shamans that this had in fact been Crow playing a trick upon the People, a grand scheme to teach them a lesson about being careful to connect events together and to be careful with assumptions going unchallenged. This was going to make teaching the next generation of shamans a major pain though...

Observance -> Love of Wisdom (Maxed development)
The People have learned not just to be aware of the world around them and to follow the patterns they see, but to also carefully test the patterns to see if they are actual patterns or just coincidence.
Pros: Significantly improved use of study actions and innovation rolls
Cons: Can question social foundations, consumes 1 Mysticism a turn
Additionally, it was noted that Valleyhome was feeling a bit crowded. Looking over the tallies, it was noted that there were now perhaps over a hundred thousand people living in the settlement, a mind boggling number that was only rivaled in the known world by Xohyr. How exactly to manage this was... something that the king figured he and his successors would be grappling with for quite some time.

Valleyhome becomes a True City!
+2 Prestige for having the second True City

True Cities are engines of trade and productivity and centers of innovation and invention... they are also unruly things and serve as demographic sinks. Every turn a True City consumes 1 Econ just by existing, but also returns 1 Econ to the expansion pool. Additionally, when spending Econ a point will be refunded to the expansion pool for every True City a civilization controls. True Cities also generate their own stresses, make a civilization more sensitive to environmental factors such as weather and disease, and if Econ grows too low or the expansion pool too large then a settlement can lose its True City status as people leave for the countryside or die out and are not replaced.

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 - The vehicle of the elite, chariots are the most effective way of waging war the People know.
* S: -1 Econ, +2 Martial
*M: -2 Econ, +4 Martial

Build Quarry/Silver Mine - There is a location where alabaster and lead and silver can be found in Northshore, building there would surely be of benefit to the People's art
*S: [] Silver Mine, -2 Econ, +2 Diplo, +1 Art
*S: [] Alabaster Quarry, -2 Econ, +2 Art, +1 Diplo
*M: -3 Econ, +3 Art, +3 Diplo, both materials
Build Vineyard - There is a location in Blackriver that is judged an ideal place to grow the small fruits that are favoured for making a particularly potent drink
*S: -1 Econ, +2 Diplo next turn
*M: -1 Econ, +2 Diplo

Build Wall - Long experience with retaining walls has lead to the idea of a settlement wall for protection, and with the ability to more easily work stone the walls grow ever higher (Redhills and Blackmouth heavily walled; Redshore, Northshore, and Stonepen capitals walled; Northshore and Stonepen partially walled elsewhere)
* S: -1 Econ, minor walls
* M: -2 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
*S: +2 Econ, potential additional effects
* 6 Econ remain before requiring new territory (max 10 to keep Valleyhome True City status)

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. With charcoal now in higher demand, can also provide a sustainable supply (3/4 currently locked up)
* 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, +3 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, +3 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: None
*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: None
*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 or Western Wall 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, verge of innovation
* used 5 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 - 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 - 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, improved chance of new insights

Study Stars - What secrets do the heavens hold when you study the stars and their motions carefully? 9 Uses, 2/4 Uses in a Row
*S: +1 Mysticism, tiny chance of new insights
Cannot be used as a Main action

Study Tailings - Tailings pits are toxic, but there are some fascinating items within
*S: -1 Mysticism, tiny chance of new insights
* M: -1 Econ, -2 Mysticism, 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 - What interesting discoveries are within the People's lands?
* 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 - Northshore Saltern Expansion (0/10), Southshore Saltern (0/6). Each {S} committed consumes 2 Econ for 2 Progress. Completion gives additional Diplomacy and every 2 salterns or expansions increases the per turn Diplomacy by +1
Aqueduct - Redshore (0/8), Lower Valleyhome (0/4), Stonepen (0/6), Blackmouth (0/8), Sacred Forest (0/4), Redhills (0/6). 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

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 Games - Physical competition and prowess are becoming a popular pass time and way for warriors and militia to train. Could a special festival be founded to celebrate this? (4-6? action commitment, -1 Mysticism and Art per action, 2 Econ total commitment) [Elites]
Grand Palace - The king's palace is not just a dwelling but a place of government, a stockpile for the People's needs, and a symbol of strength to outsiders (5-7? action commitment, -1 Econ and Art per action)
Great Temple - With the ability to cut larger and larger blocks of stone and still shape it precisely, fantastically larger complexes to the gods and spirits can be raised (5-7? action commitment, -1 Econ and Art 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? (5-7? 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)
The Mountain - What greater display of strength can the People make than to pile stone upon stone so as to create an artificial mountain that all can see? [King] (8-14? 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 (7-10? 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 Marches are launching War Missions against Western Nomads this turn. Support is not needed but is appreciated

[] Art Patronage
[] Black Soil
[] Build Chariots
[] Build Quarry/Silver Mine
[] Build Vineyard
[] Build Wall
[] Build Watchtowers
[] Change Policy
[] Enforce Law
[] Expand Economy
[] Expand Forests
[] Expand Holy Sites
[] Expand Snail Cultivation
[] Expand Warriors
[] Found March
[] 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, Eastern Nomads, Into the Wild (Eastern Sea), Into the Wild
[] War Mission
-Target Options: Western Nomads, Eastern 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​
 
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Woo it worked!! Sweet

[X] [Main] The Library
[X] [Secondary] New Trails
[X] [Secondary] New Trails x2

This has been a long time coming
 
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[x] [Main] New Trail
[x] [Secondary] The Library
[x] [Secondary] The Libraryx2
I am feeling the library now, but that's just success getting me going! :p
 
By all the Spirits never try this again! It worked, it definitely worked! The quiet testing actually caused a mild panic among People already having a few integration problems with the new immigrants, and those dropping dead caused fears that they had either brought a new strain of star pox with them or had somehow broken the magic.
I hate the fact that our civ suffered for it, but at the same time I feel viciously satisfied to shove this in the face of the upstarts in our civ that yes, there are reasons your ancestors started these traditions. Sure, question them, but don't blindly try to tear them all down.
 
Diplomacy 12 (+2) [+1]
Economy 12 [-1]
Martial 11 {15} (partial over limit)

Stability
Stability 0 (neutral)
Legitimacy 3 (max)

Organizational
Centralization 2
Hierarchy 6

Cultural
Art 11
Mysticism 2 [-1]
Prestige 13

...we need that mysticism up yesterday.
 
Well. That was a good turn.

We should Main Boats for the innovation, and I think also get started on the Temple.

EDIT: Actually, switch the Temple for a Main something with mysticism. But I still want the boats. Let us become a major naval power.
 
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should we work on our farms again with so many people? or expanding the forests? should we convert to skyscraper treehouses? more paths?
 
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