So. Confirmation of something. Hallucinogens are still a possibility, but that was some low level lovecraftian shit, so I'm inclined to the idea of some limited background magic.

That said, I see no reason to do anything differently. We are massively successful. We have been buildup our own mysticism slowly and steadily. Thus, I say keep calm, and carry on my fellow councillors.

Are you sure about new settlement? We've got one this turn, will maybe get another one from those nomads (from them resettling and/or from PS triggering too), so maybe something else is in order?
 
[x] If you behave yourselves, you may settle (strong chance of causing strife)

[X][Main] Establish Annual Festival
[X][Secondary] Step-Farms
[X][Secondary] New Settlement
 
So. Confirmation of something. Hallucinogens are still a possibility, but that was some low level lovecraftian shit, so I'm inclined to the idea of some limited background magic.

You now, finally, know why it is that whenever someone new shows up to meet with the Spirit Talkers, they leave and are all like "They are so amazing, we have to listen to what they have to say!"


Technically they would be dumped to the east of the WC so they would become more the Spirit Talkers' and Dead Priests' problem, although given their nomadic nature they could harass the WC too if they wanted to.
 
Are you sure about new settlement? We've got one this turn, will maybe get another one from those nomads (from them resettling and/or from PS triggering too), so maybe something else is in order?
PS doesn't make a new settlement actually, it just makes establishing settlements much easier.

Which would synergize very well with us establishing a settlement...it'll make it constructed super damn fast!
 
[x] If you behave yourselves, you may settle (strong chance of causing strife)

[X][Main] Establish Annual Festival
[X][Secondary] Step-Farms
[X][Secondary] Study Forests

We just got a new settlement, and I want to let our Econ recover a bit before we start on another settlement. Next turn should be good hopefully.
 
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[x] If you behave yourselves, you may settle (strong chance of causing strife)
Now we can turn their tactics against them whenever they come knocking. These new nomads can become the Jaghatai Khan to our imperium of man.

[X][Main] Establish Annual Festival
[X][Secondary] Step-Farms
[X][Secondary] New Settlement
 
[x] If you behave yourselves, you may settle (strong chance of causing strife)

[X][Main] Establish Annual Festival
[X][Secondary] Step-Farms
[X][Secondary] New Settlement
 
[x] If you behave yourselves, you may settle (strong chance of causing strife)

[X][Main] Establish Annual Festival
[X][Secondary] Step-Farms
[X][Secondary] Expand Fishing

Okay, on thinking more, we are close to sailing, we need more proteins, and we've just got fresh settlement to integrate, so we need more food just to be safe.
Next turn then:
[Main] New Settlement
[2nd] Expand Shrines
[2nd] Study Forests

Because I kinda want to see how this new settlement integrates before making a new one.

EDIT: Yeah, text for 'New Settlement' indicates that now there are a lot of ripe forests around, so it synergizes with studying forests - as does expanding shrines. It will be ideal trio of actions for the next turn.
 
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Study Forests would be good, but it won't directly boost our Econ.

It'll probably lead to us discovering certain plants that are useful, and open an action to start cultivating it.

Please guys, don't vote for the new shiny just because its new...and shiny!
 
Study Forests would be good, but it won't directly boost our Econ.

It'll probably lead to us discovering certain plants that are useful, and open an action to start cultivating it.

Please guys, don't vote for the new shiny just because its new...and shiny!
Cool it, people are not

Votes are coming in fast but there is already clear front-runners.

Vote Tally : Paths of Civilization | Page 267 | Sufficient Velocity
##### NetTally 1.7.10.1
[12] If you behave yourselves, you may settle (strong chance of causing strife)
[2] Escort them to the lowlands, where they can be safe from their relatives but are on their own after
[2] You must live as half-exiles until you can demonstrate proper behaviour (Strong chance of being rejected)


Task: Main
[16][Main] Establish Annual Festival
[2][Main] Step-Farms
[1][Main] Expand Forests

Task: Secondary
[12][Secondary] Step-Farms
[11][Secondary] New Settlement
[7][Secondary] Expand Fishing
[3][Secondary] Expand Pasture
[2][Secondary] Expand Forests
[2][Secondary] Study Forests
[1][Secondary] Expand Snail Cultivation
Total No. of Voters: 19
 
Study Forests would be good, but it won't directly boost our Econ.

It'll probably lead to us discovering certain plants that are useful, and open an action to start cultivating it.

Please guys, don't vote for the new shiny just because its new...and shiny!

It synergizes both with New Settlement and Expand Shrines, so I want to take those three together next turn. Because we want more knowledge gathering and stuff.
 
[x] If you behave yourselves, you may settle (strong chance of causing strife)

[X][Main] Establish Annual Festival
[X][Secondary] Step-Farms
[X][Secondary] Expand Fishing
 
It synergizes both with New Settlement and Expand Shrines, so I want to take those three together next turn. Because we want more knowledge gathering and stuff.
Having shamans study the forests at the new holy site doesn't really synergize with a new settlement? The new settlement would be near the first holy site, by the waterfall.
 
[X] If you behave yourselves, you may settle (strong chance of causing strife)

[X][Main] Establish Annual Festival
[X][Secondary] Step-Farms
[X][Secondary] Expand Fishing

Borging it up, and FINALLY STEP-FARMS
FINALLY FESTIVAL

STEP-FARM FESTIVAL
 
@Academia Nut - Just to clarify, the previous thought was that the Forest Blight project was consuming our economy due to it turning labourers from producers of food to consumers of food. Now that the project has finished, does that mean our economy stat is going to be naturally going up regardless of any actions we take?
 
Just to clarify, the previous thought was that the Forest Blight project was consuming our economy due to it turning labourers from producers of food to consumers of food. Now that the project has finished, does that mean our economy stat is going to be naturally going up regardless of any actions we take?

Somewhat, although ultimately a large number of those labourers have been tied up in maintaining the forests, so don't expect it to go up without further work.
 
I'm pretty sure our northern settlement is walled.

Just realized this, but if we take the Nomads in, we'll get a free social value!

Same as when we assimilated the lowlanders (that became our lower valley village). PS is definitely useful in a pinch...
 
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