As skeptical of this whole spirit business as I am, I kinda feel like we should vote yes to tribute given how effective the weather has been in effing up the lowlands.

I mean, we can explain it away, but our people are probably in awe. Both of the spirits, and of the spirit talkers.

Now we could say no and dedicate a place to the spirits in our own territory, but that still doesn't address the spirit talkers' apparent role in recent events. Building a local shrine only addresses half the equation.

Look, I hate those assholes too, but from the perspective of our relatively unharmed people, they deserve better than our scorn. Eye for an eye means justice, and ignoring them when we're otherwise so generous isn't just.

Plus, we can see this as an information gathering trip!
Why should we give resources to the people who have 'caused' flooding in our land?
 
[X] Restrict such activities

[X] Yes

[X] {Main} Organize Settlement
-[X] Valley
[X] {Secondary} Dedicate Place to Spirits
[X] {Secondary} Step-Farms
 
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I am sure that this turn won't convince the most thoroughly anti-supernatural people that the spirit talkers have some sort of power, but I don't think you can still claim that there is no chance that the supernatural is active in the setting.
Yes we can. Weather instability usually does have periods of rain followed by periods of drought of rain of drought and etc. until it figures its shit out.
It's always "I'll get it next time" with you people!
I'll upgrade warriors next time!
I'll get step farms next time!
I'll get those walls we discussed for pages next time!
Tomorrow is never today
I never wanted a giant wall, I wanted endless forts expanding into the lowlands as we slowly conquered them AND an expansion of settlements into the interior, toward the fishers.
As skeptical of this whole spirit business as I am, I kinda feel like we should vote yes to tribute given how effective the weather has been in effing up the lowlands.

I mean, we can explain it away, but our people are probably in awe. Both of the spirits, and of the spirit talkers.

Now we could say no and dedicate a place to the spirits in our own territory, but that still doesn't address the spirit talkers' apparent role in recent events. Building a local shrine only addresses half the equation.

Look, I hate those assholes too, but from the perspective of our relatively unharmed people, they deserve better than our scorn. Eye for an eye means justice, and ignoring them when we're otherwise so generous isn't just.

Plus, we can see this as an information gathering trip!
We don't need to go to the spirit walkers because we can just be like "Oh spirits, we understand that you favor the spirit talkers, but feel that the path they have taken is too lacking in kindness. Oh spirits, please, come and heed our words. We wish for the better path, the path of the gardener, the giver. Oh spirits, heed our words, bring calm to our skies, and protect us and all those who respect and safeguard the land."
We can't micro that though!
If we do let it occur, we're basically saying, yeah, go ahead.
How long before it goes to the extremes Roman style...
Tbh I just straight up don't support hedonism. I don't mind having different gods of chance and love, e.g. sacred whores or god-chosen, but I just don't want a religion, and I much much more do not want a religion that doesn't aim to build but just aims for, like, stuff that's weird and new to us Europeanized folk w/ squicky morals. Pick a religion because it sounds good, not because it sounds cool.
 
if you have nothing productive to say, then please stop specking.
Also I was one of the people who disagreed with the double down on fish people.
I did say something productive.
I made the point that we didn't mitigate the famines fallout.
Yet everything went fine.
Don't accuse me of specking mate.
I'll be sarcastic if someone peeved me off.
But don't accuse me of that when I have a valid point.
 
[] Regulate such activities

[] Yes

[] {Main} Organize Settlement
-[] Valley
[] {Secondary} Dedicate Place to Spirits
[] {Secondary} Step Farms
 
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So, one thing to bring up, are we sure we want to focus all our efforts on the valley? The traders and sea village might not be happy to see all the resources poured into the valley.
 
I advocate the recruitment of warriors, we need more people to secure the larger amount of land we have and to protect against enemies.
 
Damn, people are really quick to vote. Are the choices really that obvious? They seem fairly complex to me.
Anyway, I separated the options for projects into five categories if anyone is interested. Some of the options have crossover between them though:
Martial:
  • Build Wall - Long experience with retaining walls has lead to the idea of a settlement wall for protection (Extra benefit if after or during Organize Settlement)
  • Expand Warriors - More men can be inducted into the ranks of the warriors every year and not face major food shortfalls
  • Organize Settlement - Because everyone contributes to the whole, the borders of fields could be reworked. Perhaps a similar principle can be applied to the buildings in which people dwell [King]
Spiritual/Cultural:
  • Dedicate Place to Spirits - The people have increasingly much to be thankful for, and while individual observations of respect for the supernatural continues, perhaps something more grand to represent the group as a whole is required
  • 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
Economic/Trade:
  • Domesticate Snails - The snails that can have their shells processed into a vibrant dye have long resisted being directly managed, but with the expertise in land, water, plant and animal management they might be made to live as cattle and sheep live
  • Improve Trail - The path between the valley and the sea has been cut by generations of travellers, but the dirt path is easily disrupted by rain. Infrastructure improvements could be done to reduce this damage
  • 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
Food production:
  • 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 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 Managed Forests - The forests atop the hills surrounding your valley are now an integral part of your water management system as well as providing materials and the occasional bit of game. Expanding onto the back side of the hills can only bring more benefit
  • Step-Farms - Bringing the irrigation systems to its limit, the hills can be sculpted into a series of steps, each step supporting a farm plot, the run off from a higher farm irrigating the farms lower down [Gardeners][King]
Organizational:
  • 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
  • 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 (If chosen during or after an Organize Settlement action, automatically Organized)
  • Organize Settlement - Because everyone contributes to the whole, the borders of fields could be reworked. Perhaps a similar principle can be applied to the buildings in which people dwell [King]
  • Improve Trail - The path between the valley and the sea has been cut by generations of travellers, but the dirt path is easily disrupted by rain. Infrastructure improvements could be done to reduce this damage
 
why not simply kill them?
1. How do you send enough men and supplies to destroy a powerful and wealthy people in a far away land? Keeping in mind that if you give the warriors too much food your civilisation will starve, and if you don't give them enough they'll probably starve to death or be extremely weak by the time our warriors reach them. And then they have to assault an entrenched civilisation. Good luck on that.

2. You really wanna annoy the people who can call down floods on command?
 
If it reaches Roman Extremes then that mean our civilization managed to claw/build it's way into being the local hegemon and even a powerful and prosperous empire than can afford to indulge in the extremes.
We're already pretty hedonistic, considering the fact that we have enough food to ignore harvests for years, and are rich, and already have enough riches to engage in prostitution and gambling.
Besides, aside from the Lowlanders and the Spirit Talkers we are already a local hegemon
 
Why should we give resources to the people who have 'caused' flooding in our land?
Because we could deal with it.

We were worried about the lowlanders, the spirit talkers took care of the problem in a way we could handle.

If we were more concerned with the land, we should have sent a group to ask them not to do this. Then our outrage wild be justified.

However, knowing that something like this may be coming, Our people merely braced themselves. That's effectively giving our implied permission.

What's true or not matters less than what our people perceive as true. Our people believe the spirit walkers helped preform a miracle that smote down our greatest foe and left us relatively unharmed. That's why there's the penalty for saying no.
 
We can't micro that though!
If we do let it occur, we're basically saying, yeah, go ahead.
How long before it goes to the extremes Roman style...
These people are in some ways a hippy commune. They like nature, they share everything and they don't make a big deal about pre-marital realtions. Chill. As I said, paying is the new issue here, which is why there needs to be regulation. Gambling is a bit more iffy, but it is something nearly impossible to stomp out once there is an actual money substitute to gamble in.

So, one thing to bring up, are we sure we want to focus all our efforts on the valley? The traders and sea village might not be happy to see all the resources poured into the valley.
That is a very good point which people should consider. Which is why I choose Festival and New Settlement, one to speed up the merging of the people, and one to connect them a bit more.
 
Non-zero chance that killing the Spirit Talkers will lead to out of control and/or vengeful spirits.
Only if spirits exist. Though if we kill them the other tribes might be pissed regardless. But honestly, if we don't kill/dominate them now they'll have established a fully formed religion that a bunch of people subscribe to. Our only choice is to a) not tribute and b) prepare overwhelming economic superiority and maybe appease people with a small shrine or two.
Ah, canals. Very A Dragon of the North.
tf is dragon of the north?
We're already pretty hedonistic, considering the fact that we have enough food to ignore harvests for years, and are rich, and already have enough riches to engage in prostitution and gambling.
Besides, aside from the Lowlanders and the Spirit Talkers we are already a local hegemon
lol what? U realize that literally everyone engages in prostitution and gambling, right? Like, they're embedded in any culture where ppl aren't dead-tired from working or have overly strict morals and tradition.
Because we could deal with it.

We were worried about the lowlanders, the spirit talkers took care of the problem in a way we could handle.

If we were more concerned with the land, we should have sent a group to ask them not to do this. Then our outrage wild be justified.

However, knowing that something like this may be coming, Our people merely braced themselves. That's effectively giving our implied permission.

What's true or not matters less than what our people perceive as true. Our people believe the spirit walkers helped preform a miracle that smote down our greatest foe and left us relatively unharmed. That's why there's the penalty for saying no.
we can still say no and try to mitigate it bro!!
 
We're already pretty hedonistic, considering the fact that we have enough food to ignore harvests for years, and are rich, and already have enough riches to engage in prostitution and gambling.
Besides, aside from the Lowlanders and the Spirit Talkers we are already a local hegemon
The emergence of the beginning of prostitution and gambling is not what I call hedonistic, considering that our people are very productive and work very hard. And it's certainly not at the level of Rome which had an entire Empire to feed the desires of it's elite classes, which was your original claim.
 
hmmmm, @Academia Nut can we send instead of tribute, we send the spirit people a gift for their actions which protected our people and extend friendship towards them?
 
hmmmm, @Academia Nut can we send instead of tribute, we send the spirit people a gift for their actions which protected our people and extend friendship towards them?
like snail dye!!

Sorry, I'm on coffee right now. Coffee and an essay deadline.

My vote:
[X] Regulate such activites
[X] No
or send a gift for protecting us but explicitly not tribute

[X] {Main} Organize Settlement
-Valley
[X] {Secondary} Step Farms
[X] {Secondary} Domesticate Snails
 
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