If you want military engineering, the people of the valley would need to wage a lot more war. In that direction, I would recommend continuing walling all our settlement or building more step farms, but it isn't a guarantee that we'll get military engineering as an idea.
 
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I would think due to the righteous vengeance, it would be military. If cooler heads prevail, they might propose a defensive/ economic plan. like the step farms, and the like, or even fertilizer bombs.
 
Finally cought up. You know reading the argumenta here makes me feel like we are the elders and chiefs in the war council

So the punishment is a good choice since it is moderate and serves what it needs but more than that i think the formalize part would generate our Warrior Code.

The ask for help choice is the safest. We did not actively fight the DP when they asked for help, so they do not have any real reason to actively fight in our war

I am torn on the last action. The locked action is essentially to send a dedicated raid party to retaliate. Doing the chariots will make it more successful...bit this is not (technically) a fight for our land, this is a fight for our clients. Of course we still need the party to succeed...but i think the economic risk is too much, ill vote for the farm

[X] Formalize breaking and exposure
[X] Any who are interested may join the fight
[X] [Secondary] Step-Farms
 
@Academia Nut, just to be clear, what do our advisors think is a higher priority for this turn? Getting food stability or investing in our military?
I think I have a quote for that!

More Fishing, Farms (Step or Regular), or Pasture land should keep things stable. However, given the military necessities, investing in the military is probably a good idea, even if it will be disruptive.
Note that last bit: "even if it will be disruptive". Our Econ advisor basically straight up said that pitching into the war effort is a higher priority than managing our economy. Not sure if he can be any clearer.

2604
 
@Academia Nut, just to be clear, what do our advisors think is a higher priority for this turn? Getting food stability or investing in our military?

Dude. He ain't gonna tell you that. You can get clarification on points, and probably get more detail, but he isn't going to tell us what to do. That's for us to decide. Read the update. Make your decision from the info available.
 
Dude. He ain't gonna tell you that. You can get clarification on points, and probably get more detail, but he isn't going to tell us what to do. That's for us to decide. Read the update. Make your decision from the info available.
But- but we do have a close-ish answer? Am I going insane? Do people just not find the quote convincing? I thought it was a pretty clear indicator of what we could reasonably get away with, do people disagree? Seriously, what?

Do I need to quote the whole thing to get people's attention? Or am I being needy?

Depends how low Econ goes, but generally its a 1:1 exchange between Econ and Centralization.

@Academia Nut What does our economic specialist advisor say? What option would allow our economy the best chance of staying at 1 or minimizing the drain? I think we have that maybe.

More Fishing, Farms (Step or Regular), or Pasture land should keep things stable. However, given the military necessities, investing in the military is probably a good idea, even if it will be disruptive.

Also, the expedition won't necessarily chase the nomads out onto the plains, it is just that you are compelled to fight it out. Failure to pay back the attack this turn is unlikely to cause problems, but the score needs to be settled in some way eventually.
I want validation, darn it! Or at least a counter point :(

2605
 
I can't believe I'm doing this but...

[X] [Secondary] Build War Carts

If the GM says it's a good idea despite the disruption, then it's a good idea and we should listen to the GM. I just hope the nomads take themselves out with plague from all their head-taking so we don't have to deal with them next turn.
 
@Ghostdevil, that may be true but I just don't want this to spiral out of control, let's talk about better things, such as how we are going to pry either the secret or where they got the secret to metal working, out of their cold dead hands.
It's also just polite. Suck up and like 100% of all the OP's posts is the path to 140k words.
It doesn't affect the war though?


One is flagged as a necessity, the other for stability.

The advisors have made clear what is a Need and what is a Want
It's a Need for military war, but not a Needs To Be Done Now!!!! You can just Farm and then do it next turn w/o the major loss. It literally says that in the very post you cited.
But also, I'm moderately persuaded, so if y'all can explain why it is essential to do it now rather than tomorrow....
[X] Formalize breaking and exposure
[X] Any who are interested may join the fight
[X] [Secondary] Build War Carts

Haha wow, I've been gone for 2 days and thirty pages seasoned slightly with salt pass.

Still managed to stay in second despite that *smug*

@Umi-san you on the other hand managed to jump up by seventy *pokaaan*



o_O

Why?
Is this system of your based solely on posts or something? Cus that sounds like a dumb system >.>

Honestly I support Farms because we are able to outlast them. All the economy lost from the mega project is going to quickly rebound once it is over as the resources going into doing it go back to helping the people grow.

By that point we could go full on warrrior and destroy them. As it is I don't want to risk stability.

Remember that stats don't reflect everything. The fluff matter too and I dread the possibility of instability actually stopping the completion of the Forest Project.
I think this is more or less my viewpoint, as well. Though I just don't want to lose the fluff of being a dour people who are careful even in revenge.
 
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Sorry I took so long, but I woke up and saw page after page of salt and petty arguments and basically went "Eh, I'll do it later". Now it's after lunchtime here, I should probably get started on this. Fortunately, it's a short update, so this shouldn't take too long.

So to sum up this last turn, I guess I can safely say:


Both in story and in thread.

The chiefs waited nervously for word from the north on the decision of the chief up there. They had sent a delegate with a supply of dyes, shells, and salt to the north to meet with the conquering and unifying force there in the hopes of opening up trade with him rather than forcing a confrontation that they felt that neither side could 'win'. At best they could force a stalemate where the people of the northern hills who had grown increasingly close to them would suffer in back and forth raids. Fighting between them was pointless.

As such the chiefs and the People were most upset to learn that their delegates had been brutally attacked, with the announcement that the northern nomads had begun to swarm over allied villages with rape, murder, and plunder on their minds. The contingent of warriors sent as backup responded with the brutal ferocity of a people wronged, but the warriors of the northerners were well seasoned in combat, and even if they could not use their war carts as effectively as they could on the plains that they called home they were still effective and efficient warriors. The nomads had taken to taking the heads of fallen warriors and dragging their corpses behind their carts, the People had taken to hauling captured enemies up into trees and stretching them with leather and rope to break limbs and backs before leaving them to die of exposure and as a warning to their friends and relatives.

While everyone was horrified that the taking and displaying of heads was a hideous and polluting practice - anyone who kept the trophies of human beings had to be dealt with in the harshest possible terms to contain the corruption they could unleash - there were some concerns that the ad hoc punishments being meted out were a bit extreme. While the warriors had to vent their rage and fury somehow, there were suggestions to demand a specific punishment to avoid things getting out of hand and the warriors potentially polluting themselves.

So last turn we decided to meet Not!Khal Drogo and attempt to do our usual peaceful trader thing. Unfortunately, he decided to respond by going full "Muh HONOR!!!" and start a pointless war out of arrogance and greed.

Fucking nomad raiders. This is why no one likes you anymore.

On the plus side, our people are going to feel fully justified in fighting this war. We offered them peace, but they spat in our faces and started this whole stupid conflict. Eye for an Eye is kicking in hard right now.

In any case, the fighting seems to be mostly taking place around our northern allied villages rather then inside our own territory. Our warriors are roughly on par with them, especially since the nomads can't use their cavalry properly. However, the nomad's habit of taking trophies has really pissed our people off, to the point that some of our guys are doing some nasty shit to them in retaliation.

Problem Number One: On one hand, our warriors are pretty justified in their anger. On the other, some of our people are a bit concerned that these ad-hoc punishments are a bit too far. We need to set up an official punishment in order to maintain order and discipline.

The choices we have are:

The punishment for trophy taking should be...
[] Ad hoc (Current)

No. Telling warriors that they can do whatever they want to captured enemies will just lead into problems in the long run. Best to cut in now and set up some ground rules that our warriors need to adhere to so that our Eye for an Eye trait doesn't come back to bite us in the ass later
[] Formalize breaking and exposure
Formalize what they're doing now, satisfying our Eye for an Eye trait. Possible risk of disease. Will anger the nomads further, but honestly, who gives a fuck what they think at this point? Sure they might decide to keep fighting, but their stupid 'muh honor' culture is going to make this war drag out anyway
[] Burning at the stake
On one hand, less risk of disease and satisfies our Eye41Eye trait. On the other, burning is a nasty way to go and might set some uncomfortable cultural precedents
[] Hanging and display
Possible, but do you really think the nomads will see all the bodies and get scared? They're more likely to get angry and keep fighting
[] Weighting and sea disposal
No. We'd have to haul them all the way down to the coast, get a boat and appropriate weights, then toss them overboard. Takes too much time and effort to be worth it, even without considering the potential pollution (which honestly wouldn't be a big issue unless we were tossing in hundreds of people at once anyway)
[] Skull-smashing and anonymous burial
Quick, simple and efficient. May not satisfy our Eye41Eye trait, but might (I repeat, might) freak out the nomads when they realize that their dead are not going to have any glory. We don't know enough about their culture to confirm either way, but the idea of simply tossing their dead into a pit without any honor or prayers appeals to me.

Meanwhile there were some suggestions to call upon friends within the Western Confederacy for assistance. On the one hand, more bodies would definitely be welcome, but on the other they would probably have to feed them, this would strip warriors that could defend against potential Dead Priest raids from their own territories, and it would wash away some trails between people. Speaking of trails, unless they improved the trails through the badlands, there would probably be issues with getting enough people up from the Western Confederacy to really make a difference.

And here we have Problem Number Two: Some of our people are thinking of calling upon the WC for help. Having more warriors is nice, but there are a couple of problems listed here:
- We'd still need to feed any warriors the WC agrees to send up, which cuts into our Economy even further
- The WC might not want to send us any warriors, and even if they did it would make them more vulnerable to the Dead Priests' raids
- Unless we Improve Trails, they're going to have troubles sending up a lot of people anyway

The choices we have here are:

Asking for aid...
[] No aid is needed

Possible. By doing this we're sending a message that we're strong enough to deal with this ourselves. While having more warriors would be nice, we don't need them right this minute, especially if we're going to try fighting a defensive war
[] Any who are interested may join the fight
A good option, in my opinion. Lets those who want to help us join in while reassuring the WC leaders that we're not planning on dragging them into our fights. If we do well, the warriors they send will return home telling stories about how strong and powerful we are. On the other hand, if we fail, they'll be going home and letting everyone know that we're weak and ripe for the picking.
[] Call upon friendships
Probably not a good idea. We're friendly, but not officially allied, so forcing them to help in our war isn't likely to go over well with the WC chiefs, especially since this is likely to drag on for years due to current technological levels. They're not going to be happy about stripping their defenses like that, especially since the Dead Priests are sniffing around just outside their borders.

In order, I'd rank them as:

Interested>No aid needed>Call upon friendships

Now, onto the STATS!

----------------------------------

General
Diplomacy 6
Economy 1
Martial 5

Organizational
Centralization 5
Hierarchy 4

Cultural
Art 5
Mysticism 3

General
Diplomacy 6
Economy 1
Martial 5

Organizational
Centralization 5
Hierarchy 4

Cultural
Art 5
Mysticism 3

No changes here. I'm kinda annoyed because if the nomads had decided to attack at any other time, they would have been a minor problem at best. Now because of our weak Economy, we're going to need to make some hard choices.

Administration
Memory
Early Writing (Logographic)

Construction
Wood
Masonry
Early City Walls

Energy Production
Muscle Power
Animal Power

Food Production
Fishing
Horse Milling
Mollusc Cultivation
Orchards
Step Farming
Terra Preta

Materials
Stone
Pottery

Science
Ancestral Heroes
Animism

Transportation
Animal Husbandry
Solid Wheel Carts

Watercraft
Great Canoes
Early Sailboats

Administration
Memory
Early Writing (Logographic)

Construction
Wood
Masonry
Early City Walls

Energy Production
Muscle Power
Animal Power

Food Production
Fishing
Horse Milling
Mollusc Cultivation
Orchards
Step Farming
Terra Preta

Materials
Stone
Pottery

Science
Ancestral Heroes
Animism

Transportation
Animal Husbandry
Groomed Trails
Solid Wheel Carts

Watercraft
Great Canoes
Early Sailboats

Techwise, we now have Groomed Trails. I'm not quite sure what they are since a quick Google search just brought up a bunch of stuff involving skiing and snow boarding. Are we in winter or something?

Artistry
Self-expressive flourishes
Specialists

Administrators
Specialist advisors

Entertainers
Amateur group activity
Non-caste semi-specialists

Intellectuals
Elders

Leadership
Semi-hereditary specialist

Merchants
Hereditary family

Property
Communal

Warriors
Semi-hereditary specialist

Artistry
Self-expressive flourishes
Specialists

Administrators
Specialist advisors

Entertainers
Amateur group activity
Non-caste semi-specialists

Intellectuals
Elders

Leadership
Semi-hereditary specialist

Merchants
Hereditary family

Property
Communal

Warriors
Semi-hereditary specialist

Cavalry
War Wagons

Melee
Ceramic Maces
Spears
Two-Handed Clubs

Ranged
Bows
Slings
Spear Throwers

Cavalry
War Wagons

Melee
Ceramic Maces
Spears
Two-Handed Clubs

Ranged
Bows
Slings
Spear Throwers

No changes here, but keep an eye on the military tech. Hopefully we'll see a few things advance as this war drags on.

And now, CHOICES! Or Choice in this case, since we only have one action this turn due to all the FUCKING NOMAD WARMONGERS at our doorstep. God, this is like my Civ 6 games all over again. "Oh, you want to do a peaceful cultural victory? Too bad, you've spawned right next to the Romans and Aztecs! Have fun with that!"

----------------------------

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 [Gardeners] [King]
Build Wall - Long experience with retaining walls has lead to the idea of a settlement wall for protection (Coastal village completed)
Build War Carts - The new, smaller design of the war wagons are significantly more effective than the larger, slower, less maneuverable design. A few are already switching over, but more of these could be most useful on open plains
Establish Annual Festival - People already like to celebrate at certain times of the year, but with the level of control over food distribution a new and particularly lavish festival can be established
Expand Farms - The people have brought an enormous amount of land under cultivation in the valley, but there is more available in more marginal areas, and in the forests around the fishing village
Expand Fishing - There are managed cultivation zones along the shore, and dedicating more people to the tasks can increase the yields of fish and luxuries brought in
Expand Managed Forests - There are many forests throughout the hills about the various forests that could be brought under proper management
Expand Pasture - While the traders mostly just take their animals where there is good grazing, specific areas can be set aside around the settlements that can be made ideal for the protected grazing of herds
Expand Place to Spirits - The current place dedicated to the spirits and wisdom is nice, but it could be bigger and grander...
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
Expand Warriors - More men can be inducted into the ranks of the warriors every year and not face major food shortfalls
New Settlement - The land is not particularly good for farming in between the valley and the sea, but there are places where a settlement could be set up, serving as a stop over point along the journey between the two settlements
New Trails - To the south through rough terrain is the Western Confederacy, new trails would better tie your people together in trade
Step-Farms - Step farms have been established and have grown across the valley, but there are still plenty of hills to resculpt [Gardeners][King]
Trade Mission - Sending a major caravan to another large group can bring new opportunities and find out more about the outside world
War Mission - You can send raiding parties against groups that have declared themselves hostile

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".
Fight Forest Blight - Something is going wrong in a number of wild forests, and generations of intervention may be required to stop it [Gardeners][King] (Active)
Grand Canal - The hills between the valley and the sea are rough and the rivers there fast and wild. In one man's dream there is the vision of an artificial river cut through the land, tame and managed [Gardeners][King]
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? [Gardeners][King]

Our main action is locked due to the Mega Project and one of our Secondaries is locked as a War Mission against the Storm Clan (Why?! Why are our people rushing off to fight instead of sticking to a defensive strategy? Understandable, but still frustrating)

So from what I can tell, people are divided into two main groups: those who want to double down on war actions and those who want to grab an Economy action in order to stay afloat.

Military Project (Expand Warriors, Build War Carts, etc.)

Since we're already sending a war party, we need to ensure that they won't just get slaughtered on the plains. Grabbing War Carts will increase our chances to do major damage while possibly unlocking better cavalry/anti-cavalry military techs. While our Economy will drop, our Pioneering Spirit trait will kick in to boost our Economy at the cost of Centralization.

Economy Project (Farms, Fishing, Pasture, Step Farms)
Our Economy is already at the breaking point and we need to increase food production in order to avoid dropping into negatives. While Pioneering Spirit will let us recover, it'll still cost us Centralization which is the stat used for major projects and fighting wars. In addition, Step Farms and Fishing are both on the edge of a breakthrough, so grabbing one of those now might give us some tech upgrades. Pasture is a more 'spread out' option in that it helps with both food production and war (more meat to eat and horses to pull carts). However, in the last turn or two, we've been having problems due to lack of manpower. Once the Mega Project finishes it should be dealt with, but until then labor intensive Economic actions may be difficult.

Before I make a vote either way, I'd just like to point out that the win conditions for our civilizations are different.

The nomads are, well, nomads. We know that they have a warrior culture (muh honor!) and look down on us for growing our food instead of eating meat and being all manly or whatever. Right now, they're united under their Hero who's pointed them our way because:
a) Loot
b) HONOR

There are literally no other reasons. They don't want our lands, they just want our shinys and are greedy enough to fight for them even when we've already offered them a trading deal. They'd rather fight against us because as peaceful farmers we don't fit into their honorable warrior culture and they feel that we're stubborn but weak.

For the nomads, a successful end to the war includes:
a) Much Loot
b) Much Honor/Glory in battle
c) Destroyed enemies

They can't and won't bother taking our lands because our terrain sucks for their nomadic lifestyle and they look down on farmers. They don't give a shit about us raiding them back because they have no vulnerable villages to raid. That's the whole point of being a nomad. Unless our War Party kills their Hero or wipes out an army or steals all their herds or something crazy like that, it's honestly not going to be that effective.

So how do we fight them?

Settle in, fight defensively, and turn their raids into bloody meatgrinders. Force them to spend lives again and again for little to no gain. They want honor and glory? Hide in the trees and shoot them as they ride past. Set traps and ambushes everywhere. Build walls around our villages and laugh in their faces as we pour down arrows. Make their lives fucking miserable. They can whine and stamp their feet all they like, but unless they want to charge their entire army into the hills to get slaughtered, there's not much they can do about it.

Sure, they'll hate us. They'll call us dishonorable cowards and claim that we're too weak to fight them head on. But do we really give a fuck about their opinion at this point?

Eventually, the nomads will have an internal crisis. Whether their Hero dies and triggers a succession issue or the minor chiefs rebel and refuse to throw their men into the meatgrinder, the nomads will eventually collapse. At that point, we can just push them off our border. Eventually, we can settle a village up there with big fuck-off walls around it to secure the border, but that might not be necessary.

Remember, we benefit more from a long war. Our Mega Project will end soon, giving us a massive boost to our Economy. Our food production is currently second to none, and our large population and defensive advantages mean that we can afford to turtle down and weather their attacks.

As such, my votes are:

[X] Formalize breaking and exposure
[X] Any who are interested may join the fight
[X][Secondary] Step-Farms
 
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Techwise, we now have Groomed Trails. I'm not quite sure what they are since a quick Google search just brought up a bunch of stuff involving skiing and snow boarding. Are we in winter or something?
We've had them forever, since back when we connected the Fishers and the Farmers via road. It's just roads, by the way.

Okay, but where's the money for those things coming from??
The blight project will no longer drain Economy, manpower will be freed up from that, and Black Soil will be completely used for farming which should give us all the food.
 
We've had them forever, since back when we connected the Fishers and the Farmers via road. It's just roads, by the way.


The blight project will no longer drain Economy, manpower will be freed up from that, and Black Soil will be completely used for farming which should give us all the food.
Yeah...and will all of this occur before we start a) establishing a giant annual festival the day the blight is declared over and b) expanding our place of spirits while fighting a war off in the north? Or will we gradually see the implications of this new pool of workers - who have grown up fighting the blight and presumably thus really only have experience in doing so - upon our economy too late to fund a big, show-offy festival, but arguably on time to a) die in the north and b) build up a place of spirits.
 
Military Project (Expand Warriors, Build War Carts, etc.)
Since we're already sending a war party, we need to ensure that they won't just get slaughtered on the plains. Grabbing War Carts will increase our chances to do major damage while possibly unlocking better cavalry/anti-cavalry military techs. While our Economy will drop, our Pioneering Spirit trait will kick in to boost our Economy at the cost of Centralization.

Economy Project (Farms, Fishing, Pasture, Step Farms)
Our Economy is already at the breaking point and we need to increase food production in order to avoid dropping into negatives. While Pioneering Spirit will let us recover, it'll still cost us Centralization which is the stat used for major projects and fighting wars. In addition, Step Farms and Fishing are both on the edge of a breakthrough, so grabbing one of those now might give us some tech upgrades. Pasture is a more 'spread out' option in that it helps with both food production and war (more meat to eat and horses to pull carts). However, in the last turn or two, we've been having problems due to lack of manpower. Once the Mega Project finishes it should be dealt with, but until then labor intensive Economic actions may be difficult.
Since you've been doing this analysis, you probably missed the quote I've been shamelessly bandying about, trying to get more people to vote Military :)

More Fishing, Farms (Step or Regular), or Pasture land should keep things stable. However, given the military necessities, investing in the military is probably a good idea, even if it will be disruptive.

Basically, it's telling us that although one econ action will definitely keep us from crossing the line, the consequences of not doing so are not bad enough that the military option is unfeasible. I'd even argue that the tone suggests that it is preferable.

Anyway, shameless campaigning done, hopefully until the vote closes. This is just getting silly.

2607
 
Wouldn't it? It should force incoming nomad raiders to either go around it, spend the time to specificly destroy a section or go without horses to raid.
Edit: also all it is is creating barebones step farm platforming across the border (on the border hills) for the purpose of making it require dedicated effort(pain in the ass) to go up that section, rather than going up via climbing or using horses.
...because we're fighting miles away from them?
Techwise, we now have Groomed Trails. I'm not quite sure what they are since a quick Google search just brought up a bunch of stuff involving skiing and snow boarding. Are we in winter or something?
Groomed trails is basically Managed Trails. We realized that a good road requires constant and ongoing upkeep to keep it at good quality
Settle in, fight defensively, and turn their raids into bloody meatgrinders.

Can't. See the compulsory war party. Our people cannot accept sitting here while there is blood to pay.
 
[X] Skull-smashing and anonymous burial
[X] Any who are interested may join the fight
[X] [Secondary] Build War Carts

Okay, since we can't fight a defensive war - aka hunker down in villages - yet AND the trouble that will be caused within our polity will be people working toward a beneficial purpose (aka farming)... I guess that building war carts is sensible... even though it destroys literally everything I want.
 
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