I'm not saying that the ST are cannibals, but good god am I having Dendriss flashbacks.

Anyway, while I like where we're going with farming supremacy I have to ask when it'll paint a massive target on our back.
 
Going by the wording, welcoming them would have us automatically expand our pastures to accommodate their animals
That's true but this leaves development to the nomads, who I don't really trust when it comes to creating sustainable pastures in a very different environment from the steppes they originate from. I'd rather ensure it is done properly by our people to prevent potential troubles in the future. It could turn particularly ugly if the Nomads unwittingly damaged the land given to them by us, since that'd practically be sacrilege to our people.
Do you have a plan for them rejecting the offer if we choose to make them half-exiles?
Not particularly but I like the write-in by @FriedIce and will vote for it if it gets approved by AN.
And here comes the bandwagon.
Yeah, it's a little disheartening to see so many people vote with little to no discussion. I kind of wish AN would add a moratorium on voting for a couple of hours after he has posted a chapter. I really think it would improve the discussion, since people don't have to rush so much to get their ideas out there.
 
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I'm so glad the shitshow of having to juggle the blight and the nomads is much less now.

Given we finally have some bloody peace, it would be nice to economy up and prepare for the Canal of Doom™

I've been waiting and I wants my precious! :V

- dreams of the logistical expansion that happens w/ it -
 
[X] If you behave yourselves, you may settle (Strong chance of causing strife)

[X][Main] New Settlement
[X][Secondary] Step-Farms
[X][Secondary] Expand Pastures

We can have the nomads take care of the pastures for a synergy bonus. After all, the traders seem to not actually have designated grazing areas so we might as well get some and secure a protein source that's not fish while we have the opportunity. By providing a niche for the incoming nomads we can ease their integration and make this absorption a relatively painless one.
 
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[X] If you behave yourselves, you may settle (Strong chance of causing strife)
[X][Main] Establish Annual Festival
[X][Secondary] Expand Pasture
[X][Secondary] New Settlement

Getting up to date information on the infighting would be very useful. They'd also give us a free social trait (from Love Thy Neighbor), more tech, and would be able to tell us about their gold.

He was offering fealty to the High Chief in exchange for protection, which practically meant that he and his people would have to be resettled somewhere. There was probably enough land that could be safely turned over to pasture that it could be done...

Taking them in would also expand our pastures automatically, which is another plus.

Step-Farms would boost our economy, and fold into expand farms as a new, general action. This would go well with a new settlement, since it would make their farms step-farms as well.

Taking the nomads in would trigger PS, which would trade 1 centralization (which we can afford) for 1 economy (which we desperately need). The festival would erase any lingering strife.

Triggering PS would also drastically increase the speed we establish a new settlement, which most likely would turn it into a positive economy action, as opposed to a neutral action.

Edit: Since pastures has a synergy with the Nomads (and might result in a 2 econ gain instead of 1) i'm changing out step-farms.
 
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That's true but this leaves development to the nomads, who I don't really trust when it comes to creating sustainable pastures in a very different environment from the steppes they originate from. I'd rather ensure it is done properly by our people to prevent potential troubles in the future. It could turn particularly ugly if the Nomads unwittingly damaged the land given to them by us, since that'd practically be sacrilege to our people.

Not particularly but I like the write-in by @FriedIce and will vote for it if it gets approved by AN.

Yeah, it's a little disheartening to see so many people vote with little to no discussion. I kind of wish AN would add a moratorium on voting for a couple of hours after he has posted a chapter. I really think it would improve the discussion, since people don't have to rush so much to get their ideas out there.
It isn't leaving the pastures to the nomads? We're expanding the pastures, on our land. There's no way that we won't be overseeing the settlement's development.

Also, the nomads are being assimilated by us. They won't be independent.

Edit: Sorry for double post.
 
Yeah, it's a little disheartening to see so many people vote with little to no discussion. I kind of wish AN would add a moratorium on voting for a couple of hours after he has posted a chapter. I really think it would improve the discussion, since people don't have to rush so much to get their ideas out there.
Oh, I've been wanting to vote like I did for a few turns now, it's just now we actually have circumstances that let us do it.
 
[X] Escort them to the lowlands, where they can be safe from their relatives but are on their own after

[X][Main] Step-Farms
[X][Secondary] Expand Forests
[X][Secondary] New Settlement
 
It never ceases to amuse me that one of the central tenants of the People's religion is intolerance of poor farming techniques
Well yeah, but it makes sense. The spirits of the land are happy when you live in harmony with them, so people farming improperly means that they aren't just damaging the land, they're angering the spirits.
 
It isn't leaving the pastures to the nomads? We're expanding the pastures, on our land. There's no way that we won't be overseeing the settlement's development.
How do you know that. It just says: "There was probably enough land that could be safely turned over to pasture that it could be done"
This means it's not certain there's enough land for the nomads. It also means that while we can safely turn the land over to the nomads so they can tend it, there's no guarantee that they won't ruin the land over time because of a lack of supervision. They're totally unfamiliar with this terrain/climate and they're going from being nomads to semi-sedentary. I'm just not sure that leaving them to deal with it on their own is a good idea.
Also, the nomads are being assimilated by us. They won't be independent.
How are we assimilating them? We're not teaching them farming techniques that revolutionize their society, we're turning over a field of grass and saying: "Put your herds here and tend to them." How exactly will we be interacting enough with them to assimilate them? What incentives do they have to adopt our ways? Will they even adopt our religion, which is mostly based around tending the fields, the forests and the rivers? They're tending their herds and are likely to feel alienated by our strong focus on the forest as a sacred place.
 
[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

Since we just got a settlement I'm more willing to boost our econ. Hard. Either way we're probably going to be spending this turn and next increasing our econ.
 
I want to absorb the people because they would essentially open the path of absorbing future enemies in the future and as we are surrounded if we ever want to spread then we have to do this.

Yeah. It would be great if we could get some kind of trait explicitly for absorbing others...

Academia Nut said:
Expand Places to Spirits - The current places dedicated to the spirits and wisdom are nice, but they could be bigger and grander, especially after seeing the Spirit Talkers...
...
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?

Between these two, it looks like we're on the verge of starting a natural philosophy tradition.

It would be nice to take them together, but we don't really have the econ for it. :/
 
[X] Plan Festivals and Settlements

[X] If you behave yourselves, you may settle (Strong chance of causing strife)
[X] [Main] Establish Annual Festival
[X] [Secondary] New Settlement
[X] [Secondary] New Settlement x2

I've gone with letting them settle as it should hit both our cultural value of sharing circle and to some extent protective justice. This also let's us take advantage of our assimilationist culture, which means we may get either another social value from them or more likely technology and information about other polities that the Nomads possessed.

Establish Annual Festival to finally get it going, and which the author has previously mentioned has a unifying element which is helpful should strife be caused with the Nomad settlers.

For our secondary actions, well it's never too late to take into account some good advice. Founding two settlements let's us take advantage of the vast amount of potential land that's been opened up for productive cultivation with the completion of the Forest Blight project, and incidentally they come with their own benefits given they naturally expand farms, exploit the forest, organize themselves, and create black soil improving our economy. Via improving our economy they also improve the trade between our settlements.

The creation of new settlements should also synergy with the Nomad's settling within our territory, which also a wonderful bonus.
 
[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
 
How do you know that. It just says: "There was probably enough land that could be safely turned over to pasture that it could be done"
This means it's not certain there's enough land for the nomads. It also means that while we can safely turn the land over to the nomads so they can tend it, there's no guarantee that they won't ruin the land over time because of a lack of supervision. They're totally unfamiliar with this terrain/climate and they're going from being nomads to semi-sedentary. I'm just not sure that leaving them to deal with it on their own is a good idea.

How are we assimilating them? We're not teaching them farming techniques that revolutionize their society, we're turning over a field of grass and saying: "Put your herds here and tend to them." How exactly will we be interacting enough with them to assimilate them? What incentives do they have to adopt our ways? Will they even adopt our religion, which is mostly based around tending the fields, the forests and the rivers? They're tending their herds and are likely to feel alienated by our strong focus on the forest as a sacred place.
The land we're letting them settle on is in our territory (which are the coastal, valley, lower valley, and northern hill villages). If we let them settle outside our territory, we can't protect them from the northern raiders. Since they're in our territory, they're going to be under our supervision.

We are assimilating them. They came to ask us for our protection, in exchange for swearing fealty to our High Chief. All the points about incentives to adopt our ways could be pointed at the Lowlanders, which had settled outside our territory, and only had a few people teach them to farm. They had very different cultures too, but they still got assimilated.
 
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The land we're letting them settle on is in our territory (which are the coastal, valley, lower valley, and northern hill villages). If we let them settle outside our territory, we can't protect them from the northern raiders. Since they're in our territory, they're going to be under our supervision.
What is your point? Just because it's within our territory doesn't mean we'll continue to tend the area after we've turned it over to the nomads.
We are assimilating them. They came to ask us for our protection, in exchange for swearing fealty to our High Chief. All the points about incentives to adopt our ways could be pointed at the Lowlanders, which had settled outside our territory, and only had a few people teach them to farm. They had very different cultures too, but they still got assimilated.
Protection+fealty=/=assimilation
Why did the Lowlanders adopt our ways? Because they fundamentally did the same things we did, just in a less efficient manner. Their culture might've been different but the incentives to adopt our culture were very obvious. The Nomads just aren't doing the same fundamental things we are and lacks the same incentives as we don't provide a better way to tend their herds. Additionally, they lack the connection to the land, particularly the forests, that we have. They have no reason to revere the forest and they don't tend the land, they tend to their herds.
 
[x] If you behave yourselves, you may settle (strong chance of causing strife)

[X][Main] New Settlement
[X][Secondary] Step-Farms
[X][Secondary] Establish Annual Festival

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...
Not how it works.
+1 social value taken from a current or historical neighbour
This only means we get to have one social value which is linked through Love Thy Neighbor; if a new value were to overtake it, it would replace Pioneering Spirit, not tack itself on also.
 
I feel that we also might want to eventually start taking a look at putting up walls in the settlements that lack them in the future for a couple of reasons. One, as a preventative measure before the Dead Priests start channeling Montezuma and actively start looking for sacrifices. Two, it might possible lead to improvements in our transit and step farm options (paved roads/aqueducts? Want.), maybe even leading to new megaprojects.

Now, onto fishing. It's been mentioned here that expanding our fishing might lead to better boats and tech along that line. If we pursue that, we probably would want to develop deeper ties with the Spirit Talkers as they seem to have a better grasp of astronomy at this junction. This would be essential because it would allow us to range and explore farther into the oceans than just mere expansion would.

I'd also like to bring up a potential benefit of the great dam megaproject, in which if it creates a reservoir we could stock with fish and therefore have an additional safe and stable source of food.

Additionally, I don't think we're elves...we're more like Sandford.

Anyways, my choices:

[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
 
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How do you know that. It just says: "There was probably enough land that could be safely turned over to pasture that it could be done"
This means it's not certain there's enough land for the nomads. It also means that while we can safely turn the land over to the nomads so they can tend it, there's no guarantee that they won't ruin the land over time because of a lack of supervision. They're totally unfamiliar with this terrain/climate and they're going from being nomads to semi-sedentary. I'm just not sure that leaving them to deal with it on their own is a good idea.

How are we assimilating them? We're not teaching them farming techniques that revolutionize their society, we're turning over a field of grass and saying: "Put your herds here and tend to them." How exactly will we be interacting enough with them to assimilate them? What incentives do they have to adopt our ways? Will they even adopt our religion, which is mostly based around tending the fields, the forests and the rivers? They're tending their herds and are likely to feel alienated by our strong focus on the forest as a sacred place.
Your argument is based on a misinterpretation of "turn over to pasture." You're taking "to pasture" as a verb, which thus means "turn over" is a verb wherein we hand off control of land to the nomads. However, "turn over" x type of land use to y type of land use is a way of using the phrase "turn over to", which becomes a compound verb denoting change. @Academia Nut is this a correct interpretation of your grammar?

I support that one guy's argument in conjunction with veekie's previous note that the nomad raiders might have beast lines that would be valuable subjects for increased breeding and domestication. If the proposal for half-exile +we'll guide you if no is accepted, I'll change to that, possibly.

[X] If you behave yourselves, you may settle (Strong chance of causing strife)

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

Honestly though, the creepy Lovecraftian nonsense, irregardless of wether or not magic is there we should avoid the living fuck out of the spirit talkers. Hell, their assistance did literally nothing.

I'm also not a terribly big fan of the settlement votes. I don't really like any of the options, so I'll abstain.
 
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