I'm thinking we should do Study Forests as a Main at some point. It might lead to the development of honey farms, natural philosophy (!), and war bears.
 
And an honor code wouldn't have a restrictive drawback?

Honor is a wonderful thing to think about but it is hilariously impractical in any society. Just look at Ned Stark. The fact is, honor codes force choices. It is severity of action and severity of choice. It is this choice, or you lose stability. There is no middle ground. No mitigation. It is a severity of action that we quite literally just gave up in Eye for an Eye.

Honor sounds nice, it has been romanticized in modern literature. Honor looks pretty on paper and when you need to go fight someone and tell all your people that yes, he is the bad guy. But it is not a nice thing. It is the thing that tells you to marry the girl because you besmirched her honor, even if it destroys your kingdom.

If you want a lesson on why honor codes are the dregs society pulls up when some guy wants to kill another for some reason, just go read Game of Thrones.

Not too sure if we are talking about same kind of honor, the GoT kind is more chivalry; IE the subject lords have to obey the king and knights are to serve in the army without question. (Which isn't so in many instances, the lords/nobles are always the victor in their dispute with the king. Never have i heard a king successfully wipe out or suppress the noble class, but i have heard plenty of kings getting offed by nobles. Look at the British for quick reference.)

The nomad type of honor may infer to everyone having to pull their own weight for their survival. Which is necessary due to the unstable weather in the barren land. That usually ensures they respect achievements and disregards background or family. IE not dismissing people if they are not of blue blood or happen to be a woman.
 
@Academia Nut, can you tell us what social values the nomads had? We incorporated an entire tribe of them so we have a solid source for knowledge regarding their customs and beliefs.
 
[X] Bring them back in line (Increases Centralization if successful, decreases stability if not)
[X] Join the Western Confederacy
[X] Northern nomads (Probably honour based)

On another note, heve we tried to do a trading mission for gold yet? Because it feels like a priority for me.
 
Never have i heard a king successfully wipe out or suppress the noble class, but i have heard plenty of kings getting offed by nobles. Look at the British for quick reference.
That would probably be because if the nobles are revolting against the king, the king had already lost. The king wins by keeping a revolt from happening in the first place, and naturally that is a much less interesting story. "And then the king goverened his lands wise and well, and none of his nobles could think of a reason to chuck him out. So they didn't."

Also, you can probably reduce the number of noble vs. king wars if we bar any form of succession crisis, in which case it's really king vs. king, with the nobles lining up behind their favorites, then groveling before whichever one wins.

2632
 
[X] Bring them back in line (Increases Centralization if successful, decreases stability if not)
[X] Join the Western Confederacy
[X] Spirit Talkers (Probably spiritual based)
 
Well I'm hoping that whatever happens, we could either do Snail Domestication or Trade Mission. Traders need more love. <|3 ;_;
 
[X] Bring them back in line (Increases Centralization if successful, decreases stability if not)
[X] Join the Western Confederacy
[X] Spirit Talkers (Probably spiritual based)

First is no-brainer. Second is....basically, I want to grind military experience and WCs are decent partners.
Third is...we need Spiritual or Martial value, and I do not like honor stuff.
Also, our xenophilia is amusing.

On another note, heve we tried to do a trading mission for gold yet? Because it feels like a priority for me.
We definitely should.
Well I'm hoping that whatever happens, we could either do Snail Domestication or Trade Mission. Traders need more love. <|3 ;_;
I'd rather both, honestly. Trade Mission somewhere to the north for gold, snails for something to trade with.

Amusing thing is...given primitive mining techniques and snails being renewable, they will run out of gold sooner than we out of snails. (lol @ Roman Empire and their monetary crisis because of this exact reason)
Also, @Academia Nut , could you please add current settlements to the stats sheet?
 
[X] Bring them back in line (Increases Centralization if successful, decreases stability if not)
[X] Join the Western Confederacy
[X] Spirit Talkers (Probably spiritual based)

I want us to go somewhat heavy into spiritual actions, and honestly I want the Western Confederacy to take more land with proper farming practices. It should help keep the Spirit Talkers in check to have a group that isn't crazy death gung ho that can militarily challenge them.

The Spirit Talkers have backed us up in the last Nomad war, so reciprocity may be in order
They did?!? I'm pretty sure they just buggered off after getting our farming tech.
 
[X] Bring them back in line (Increases Centralization if successful, decreases stability if not)
[X] Join the Western Confederacy
[X] Spirit Talkers (Probably spiritual based)

First is no-brainer. Second is....basically, I want to grind military experience and WCs are decent partners.
Third is...we need Spiritual or Martial value, and I do not like honor stuff.
Also, our xenophilia is amusing.


We definitely should.

I'd rather both, honestly. Trade Mission somewhere to the north for gold, snails for something to trade with.

Amusing thing is...given primitive mining techniques and snails being renewable, they will run out of gold sooner than we out of snails. (lol @ Roman Empire and their monetary crisis because of this exact reason)
Also, @Academia Nut , could you please add current settlements to the stats sheet?

TO THE SEA!

Seriously man, when we will be the only known seafaring power?
 
[X] Bring them back in line (Increases Centralization if successful, decreases stability if not)
[X] Join the Western Confederacy
[X] Spirit Talkers (Probably spiritual based)
 
[X] Bring them back in line (Increases Centralization if successful, decreases stability if not)
[X] Stay out of it
[X] Spirit Talkers (Probably spiritual based)

Changing my vote because we need to sort out the local chiefs being assholes, and the war will seriously distract us from this major internal affair.
Plus if we want to go to war, we always can choose it on our own later; it's not like not choosing it now will forbid us from participating.
 
Not really. I asked AN what the balance of power was between the fishers, traders, and farmers were and he said they were balanced.
True but
The three major groups are about balanced in terms of power, but the Farmers and Fishers are the vast majority, with the Farmers somewhat more populous than the Fishers. Call it something like a 50-35-15 split, roughly.
There is very few of them and we rarely do any projects that benefit mainly them.
We could do something like this:
  • [Main] Trade Mission: WC
  • [Secondary] Expand Fishing
  • [Secondary] Expand Pastures
Thoughts?
Prefer to the Wilds. We already trade plenty with the Confederacy.
 
Prefer to the Wilds. We already trade plenty with the Confederacy.

I'd rather nomads if we have an option of heavily protecting trade mission. Because trading is our main way of influence, and we need to influence nomads so that we are at least prepared for the next great leader (better if we manage to at least partially control steppes by that time but we'll see how things work out).
 
They did?!? I'm pretty sure they just buggered off after getting our farming tech.
Well, they sent seven guys, then kind of went "Well, it's not really our problem, but if you ever want to smash the Lowlander's faces in, we're totally on board with that!"

Unfortunately, they have creepy burial practices, and that just makes our guys go "ewww" and not ask any more questions.

2633
 
Well, they sent seven guys, then kind of went "Well, it's not really our problem, but if you ever want to smash the Lowlander's faces in, we're totally on board with that!"

Unfortunately, they have creepy burial practices, and that just makes our guys go "ewww" and not ask any more questions.

2633

Those seven warriors in exchange for bloody farming? That's it?
Meh.
 
[X] Bring them back in line (Increases Centralization if sucessful, decreases stability if not)
[X] Stay out of it
[X] Spirit Talkers (Probably spiritual based)

Fishing is almost guaranteed to give us some advancements. If we can get a semi reliable form of sea travel....
 
[X] Bring them back in line (Increases Centralization if sucessful, decreases stability if not)
[X] Stay out of it
[X] Spirit Talkers (Probably spiritual based)

Fishing is almost guaranteed to give us some advancements. If we can get a semi reliable form of sea travel....
Yep. Next turn I definitely want to improve fishing. The further we travel the more chances we have of running into metalworking.
 
Those seven warriors in exchange for bloody farming? That's it?
Meh.
Well, we actually met them, so we're no longer running on baseless assumptions about them anymore! Which really is kind of a big deal, considering they're one of a handful of mentionable peoples in the known world, so it's good to know something about how they think. For example, we know that our death ceremonies are going to be a friction point between our peoples, should assimilation ever become a possibility. On top of that, we've learned that they've got some serious martial prowess going for their front liners, but also that they aren't magically invulnerable. If it comes to a fight, our people won't be going in blind.

We've also learned that they have advanced astro-whoosy-whatsit abilities, which we really want to try and swipe from them if possible, to jumpstart our boating technology... actually, no, scrap that, we are nowhere near the level of boating technology where astral-navigation is useful. Although we apparently have early sailboats, so, yay?

2634
 
We've also learned that they have advanced astro-whoosy-whatsit abilities, which we really want to try and swipe from them if possible, to jumpstart our boating technology... actually, no, scrap that, we are nowhere near the level of boating technology where astral-navigation is useful. Although we apparently have early sailboats, so, yay?

Astrology is still cool as precursor to astronomy, so...we need to try to get their value via LoO.
 
I'd like to do a combination of these:

[] Expand Forests - north if possible
[] Step-Farms
[] Study Forests

The step-farms are there to improve our food surplus and doing them is going to fold them into the expand farms action. Though it could be replaced with either fishing or pastures so we get more protein, and trade goods and possibly boats or draft animals.
The forests are there to act as a buffer againts the nomads and to improve the output in the northern villages by giving them more forest to tend to, protecting the soil, and improving the micro climate somewhat.
The study forests action very likely leads to some progress in spritual matters and maybe something else. No idea what though, could be more diverse food from fruits, berries, and nuts or medicinal plants.
 
Oligarchy sounds extremely good on paper, but the loss of centralization and unified will is a death knell to how we do things. It also doesn't really solve the problem. It delegates, yes, but the corruption is still inherently there.

For what it's worth, guys I think decisions like this are the result of lowered stability. It makes logical sense, and we are told it was very out of the ordinary. AKA we haven't had this sort of problem before, and when our stability drops, we have a problem.
It sounds like it matches yes. Stability fell below 0, but recovered before turn start by the Festival, so we have a minor stability crisis instead of for instance, the various chiefs playing power games to screw over the assimilated Nomads for their personal grievances.

It's exactly the sort of stress point I'd expect to trigger Pioneer Spirit.
They did?!? I'm pretty sure they just buggered off after getting our farming tech.

They did help, and provided expanded trade(which helped make up the economy):
It was also the loosing of the Spirit Talker warriors. Taking off like arrows launched from a single bow, they charged down the slope of the hill towards the enemy position, as one letting out war cries that were at once leonine roars and unearthly shrieks. The sight of seven huge men dressed in hideous masks and lurid paints, wielding massive clubs and screaming like the dead come for the souls of the living was enough to break the spirits of the nomads, who panicked and got in each other's way instead of responding sensibly to the attacking warriors or the arrows being fired at them - although the People had to stop soon enough lest they hit their erstwhile allies. Not that they needed it, the shock of the assault and the fact that the Spirit Talkers were swinging their clubs hard enough to break the necks of horses was enough to completely break the morale of the raiders. Those that managed to get themselves unentangled from each other also fled straight into the other half of the People's warriors, still waiting in ambush.

Seven people who added such a shock to our ambush that none of our warriors died in the raid, only one of their berserkers.
They helped, though in a limited sense, the help tipped the balance on one of the clashes.

And it meant Ideas we could steal for our own warfare.
So we aren't just elves with the work ethic of dwarves, we also now have the ideals of 'Muricans?

That's actually pretty scary/awesome.
Naw, Eagleland is the Western Confederacy. They venerate one of those.
Though to be fair the American Eagle is basically the Romans' carried forward
So technically we gave ourselves a win condition? basically as long as we spam food we'll pretty much be able to create a positive feedback loop till we control the world or reach a max saturation point. It'd go something like this. Neighbor gets stability lost-> more people migrates-> more Econ-> people get jealous and wonder why their country isn't like ours-> stability drop as soon a people realise their tribe can't be like ours-> more Econ-> cycle repeats...

So we are now a less democratic Stone Age America now. That's cool although the above cycle only accounts for being able to feed the people we get and not taking in account the other issues such as stability drop and decentralization.

We're really going to want to find a way to deal with centralization at some point.
Remember thats what the Lowlanders originally thought about their Pioneering Spirit strategy to keep expanding.

Land of Opportunity needs to be paired with strong Martial and Economy scores, or it'd backfire.
Side note: People seem to think that the spiritual one will definitely be the one that lets them gain stability. They almost certainly have multiple synergistic values, and we may get one that isn't that useful to us.
Oh, certainly, but their most notable social values are known to be something that uses Mysticism to manage Stability loss, something thats a variant of Sharing Circle, and something about how to justify hostile natural phenomenon
I'm thinking we should do Study Forests as a Main at some point. It might lead to the development of honey farms, natural philosophy (!), and war bears.
Honey farms certainly is possible. Natural philosophy probably not, and bears...are very unlikely to domesticate well.

However, the forest also gives us options to develop further in herbalism, spices, and start cultivating fruits. So it'd be kickass when we start.
I propose we econ our way all the way up to econ 12 before starting the grand canal project.
Probably not possible. Economy has demonstrated to be much harder to raise as it goes up, so I'm not sure going past 6 is going to be feasible.

Just...make sure we take the long view on augmenting project progress instead of "lets slap more Economy down, it'd cover the losses surely".
Not too sure if we are talking about same kind of honor, the GoT kind is more chivalry; IE the subject lords have to obey the king and knights are to serve in the army without question. (Which isn't so in many instances, the lords/nobles are always the victor in their dispute with the king. Never have i heard a king successfully wipe out or suppress the noble class, but i have heard plenty of kings getting offed by nobles. Look at the British for quick reference.)

The nomad type of honor may infer to everyone having to pull their own weight for their survival. Which is necessary due to the unstable weather in the barren land. That usually ensures they respect achievements and disregards background or family. IE not dismissing people if they are not of blue blood or happen to be a woman.
We know a few things about the Nomads honor code:
-Warriors issuing challenges are a form of conflict resolution. Trial by combat transfers the loser's possessions wagered to the victor, defaulting to everything. This includes female children and slaves.
-Those who have killed a chief outside of an official duel are barred from gaining power over the tribe(basically distinguishes duels and murder).
-Blood feud requires those who have killed family to be killed in turn. It can be carried down generationally.

We could do something like this:
  • [Main] Trade Mission: WC
  • [Secondary] Expand Fishing
  • [Secondary] Expand Pastures
Thoughts?
Seems tentatively effective, but given that the Dead Priests are getting into war...I'm not sure what, other than Fishing and Pastures, are going to be up for changes.
 
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