For all we know, the spirit talkers might have magic, but it's something completely orthogonal to their weatherman shtick, like something to buff their warriors to make them harder to kill or something.
 
Normally villages are built on the top of hills. For some very shitty reasons.
Either way mixing the areas where your military work with where your industry works is never a good idea. Also implies you want the warriors trodding around the farms???
I thought this is a fantasy setting?
We don't know that yet.
Plan: Make Friends and Acquire Sweet Mediterrean Treasure v1
First, please note that you must place [Main] and [Secondary] in your votes and we have 1 and 2 of those respectively. For instance, the winning vote was
[X] [Main] Dedicate Place to Spirits
[X] [Secondary] Organize Settlement
-[X] Valley
-[X] Coast
You must do the same when voting starts again. They would all be done at the same time, only changes what is prioritized.
Managing and expanding coastal forests would give us more wood to build ships
That's not what the option offers, sorry
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
Those Forests would be near our village as we are the ones with the infrastructure and know how to do so.

The other two are good, but I personally would prefer that we start with
[Main] Improve Trail
to ease travel and transport between our breadbasket valley and the coastal Fishermen.
[Secondary] Step-Farms
As it was through agriculture that we learned more about terraforming and is a step toward constructing the Great Dam and Grand Canal superprojects.
 
I don't think we'll need the trade mission to be a major action, since there's so few of the lowlanders left.

My main reasoning for it being a major action is because the not!assyrians are a major threat to us if they're allowed to regrow and I want to put enough effort in to free as many slaves as possible in the lowlands and encourage artisans to migrate to our settlements. I don't want a small percentage, I want as many as we can get our hands on and sustain feasibly. I want to break the logistical basis of the not!assyrians so hard that they won't ever be able to become a vast empire with plenty of soldiers that can subjugate us.

As soon as the Phoenicians were bordered by powerful land empires, it was only a matter of time before they fell to a land Empire that got too greedy. They were able to survive long with essentially bribing the nearby land powers but that's only a delaying tactic. Eventually, the Persians gobbled them up.

I want to delay a land empire forming on borders as long as possible, hopefully to the point when we expand to natural borders that are more defensible like mountains.

I'm also wary that the spirit talkers will be pissed that we've assimilated the savages on top of not giving them a gift.

Tbh, I don't trust the spirit talkers and see them as a potential threat to our survival, especially if they do have actual control over weather and disease and it's not them getting lucky.

I'd rather prioritize domesticating the snails for a steadier source of the dye, and then focus on developing sea trade.

Domesticating the snails would definitely be valuable but setting up the infrastructure to be able to navigate the seas opens up a lot of wonderful options and range of strategy that would be give us more tools against land-based threats.
 
My main reasoning for it being a major action is because the not!assyrians are a major threat to us if they're allowed to regrow and I want to put enough effort in to free as many slaves as possible in the lowlands and encourage artisans to migrate to our settlements. I don't want a small percentage, I want as many as we can get our hands on and sustain feasibly. I want to break the logistical basis of the not!assyrians so hard that they won't ever be able to become a vast empire with plenty of soldiers that can subjugate us.

As soon as the Phoenicians were bordered by powerful land empires, it was only a matter of time before they fell to a land Empire that got too greedy. They were able to survive long with essentially bribing the nearby land powers but that's only a delaying tactic. Eventually, the Persians gobbled them up.

I want to delay a land empire forming on borders as long as possible, hopefully to the point when we expand to natural borders that are more defensible like mountains.



Tbh, I don't trust the spirit talkers and see them as a potential threat to our survival, especially if they do have actual control over weather and disease and it's not them getting lucky.



Domesticating the snails would definitely be valuable but setting up the infrastructure to be able to navigate the seas opens up a lot of wonderful options and range of strategy that would be give us more tools against land-based threats.
Well everyone knows the spirit talkers are next on the list of enemies, it's just a matter of when. I'd rather not draw their anger until we have walls built. I'm not worried that they have weather magic (AN said it was just the dice rolls for environment). Also, i'm not sure that the lowlanders have artisans in any appreciable abundance...if any at all. Their slavery practice was just to gather farmers. No mention anywhere that they started doing anything other than enslaving others and their shitty farms.
 
First, please note that you must place [Main] and [Secondary] in your votes and we have 1 and 2 of those respectively. For instance, the winning vote was

You must do the same when voting starts again. They would all be done at the same time, only changes what is prioritized.

Thanks for the tip. :)

I included that in

That's not what the option offers, sorry

I'd prefer arguments I've seen before of people running in circles around each other so let's see what the GM thinks

@Academia Nut would a coastal forest management option be possible?

The other two are good, but I personally would prefer that we start with
[Main] Improve Trail
to ease travel and transport between our breadbasket valley and the coastal Fishermen.
[Secondary] Step-Farms
As it was through agriculture that we learned more about terraforming and is a step toward constructing the Great Dam and Grand Canal superprojects.

I definitely see the point with prior, it establishes infrastructure that would be very beneficial for knitting the coastal and valley regions together. I'm just not sure which I'd switch it out at the moment

With the latter, I probably should clarify the aims I'm going for: Our terraforming is definitely valuable but I don't want it to be the only strategy we rely on, it pushes us towards overspecialization and that's a trap I'd very much like to avoid because it only takes the conditions we rely on being disrupted by some major event and then we're screwed. Opening up the way to naval and mercantile strategies gives us enough flexibility that we can survive major disruptions more easily, generalists are typically the ones that thrive in the immediate here-after of disasters.
 
Thanks for the tip. :)

I included that in



I'd prefer arguments I've seen before of people running in circles around each other so let's see what the GM thinks

@Academia Nut would a coastal forest management option be possible?



I definitely see the point with prior, it establishes infrastructure that would be very beneficial for knitting the coastal and valley regions together. I'm just not sure which I'd switch it out at the moment

With the latter, I probably should clarify the aims I'm going for: Our terraforming is definitely valuable but I don't want it to be the only strategy we rely on, it pushes us towards overspecialization and that's a trap I'd very much like to avoid because it only takes the conditions we rely on being disrupted by some major event and then we're screwed. Opening up the way to naval and mercantile strategies gives us enough flexibility that we can survive major disruptions more easily, generalists are typically the ones that thrive in the immediate here-after of disasters.
I feel that rebuilding our roads would make transporting groups of people (our own, or the lowlanders we've brought) much easier. It would also make our land based trading far more effective than they were even before the floods.

I'd rather wait to decide between the 2 routes before setting into one thing. Who knows, there might be new developments that make neither feasible or make one especially better.
 
I'm not worried that they have weather magic (AN said it was just the dice rolls for environment). Also, i'm not sure that the lowlanders have artisans in any appreciable abundance...if any at all. Their slavery practice was just to gather farmers. No mention anywhere that they started doing anything other than enslaving others and their shitty farms.

I'd rather push and if they get agitated thinking we sympathize with the lowlanders, we can point out that we share a mutual interest and our strategy is more is about, depriving the lowlanders of the people and resources that would allow them to become a threat again, than making friends with filthy slavers.

I'm not worried that they have weather magic (AN said it was just the dice rolls for environment).

Okay, that's more of a relief. I'm still reaaaaally weary of a theological power that has increasing regional sympathy and support near us.

Also, i'm not sure that the lowlanders have artisans in any appreciable abundance...if any at all. Their slavery practice was just to gather farmers. No mention anywhere that they started doing anything other than enslaving others and their shitty farms.

Even if it's just a few, there might be some shiny crafting and techniques that the lowlanders have that we don't have as of yet.

Either way though, it would be good to check with the GM:

@Academia Nut Do we know if anyone artisan castes have/had formed in the not!assyrian settlements?

I feel that rebuilding our roads would make transporting groups of people (our own, or the lowlanders we've brought) much easier. It would also make our land based trading far more effective than they were even before the floods.

I'd rather wait to decide between the 2 routes before setting into one thing. Who knows, there might be new developments that make neither feasible or make one especially better.

Yeah, I'm swayed towards building roads soon. It makes my mercantile senses tingly.

What should we switch out in the plan in that case? :)
 
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With the latter, I probably should clarify the aims I'm going for: Our terraforming is definitely valuable but I don't want it to be the only strategy we rely on, it pushes us towards overspecialization and that's a trap I'd very much like to avoid because it only takes the conditions we rely on being disrupted by some major event and then we're screwed. Opening up the way to naval and mercantile strategies gives us enough flexibility that we can survive major disruptions more easily, generalists are typically the ones that thrive in the immediate here-after of disasters.
Fair.

Luckily we now have opportunity to avoid overspecialization as we can do one major project and two minor ones now so we can spread out our development into different fields.

Still do want a secondary priority in Step-Farming though. It does help us avoid being disrupted by major events like against flooding by being out of its path, and boosts water efficiency in our farms so we would be more drought resistant. We still don't know how much influence the Spirit Talkers have over the (dice) gods so better to be prepared for disaster, even as we hope for better days.
 
I'd rather push and if they get agitated thinking we sympathize with the lowlanders, we can point out that we share a mutual interest and our strategy is more is about, depriving the lowlanders of the people and resources that would allow them to become a threat again, than making friends with filthy slavers.



Okay, that's more of a relief. I'm still reaaaaally weary of a theological power that has increasing regional sympathy and support near us.



Even if it's just a few, there might be some shiny crafting and techniques that the lowlanders have that we don't have as of yet.

Either way though, it would be good to check with the GM:

@Academia Nut Do we know if anyone artisan castes have/had formed in the not!assyrian settlements?



Yeah, I'm swayed towards building roads soon. It makes my mercantile senses tingly.

What should we switch out in the plan in that case? :)
The spirit talkers don't seem like the kind of people to see reason. Also, since they've basically pulled off a massive success in making everyone think they're responsible for the weather they're likely gonna get very arrogant.

Honestly it depends on how the AN answers. If we can't manage forests on the coast we could switch out with that, if the artisans in the lowlands are pretty much all nobles and very few in number then we could switch out with that. Expand fishing seems important to developing long distance ships and doubles as an increase in food production (not to mention possible trade over seas).
 
The spirit talkers don't seem like the kind of people to see reason.
OK, you need an actual quote for that, because we've never met them. The only thing we know about them is that they hated the Lowlanders (which everybody did), and claim credit for a rain/drought cycle + plague that hit the Lowlanders WAY harder than it hurt anybody else, and certainly more than the preceding super drought.

Seriously, the Spirit Talkers have done absolutely nothing to indicate that they should be considered our immediate enemy! Cultural rival? Maybe. Hell Bent on driving us into extinction? NOPE! This is getting silly.

2543
 
The spirit talkers don't seem like the kind of people to see reason.

We haven't got the full context for their action in lowlander area. They might have a perfectly justified reason.

Doesn't mean we are letting them to be the only Sprite power tho.

Edit: :ninja: everywhere! Where's my flamer?
 
OK, you need an actual quote for that, because we've never met them. The only thing we know about them is that they hated the Lowlanders (which everybody did), and claim credit for a rain/drought cycle + plague that hit the Lowlanders WAY harder than it hurt anybody else, and certainly more than the preceding super drought.

Seriously, the Spirit Talkers have done absolutely nothing to indicate that they should be considered our immediate enemy! Cultural rival? Maybe. Hell Bent on driving us into extinction? NOPE! This is getting silly.

Yeah, I definitely lean your way. I don't think they're an immediate threat who needs appeasement ASAP; I see them more as a rival that could become a major threat in the future but like all things, they need to build up for that.

We should be wary of them but I'm not immediately panicked about them.

Ideally, I'd love to find someway for both us and them to integrate as equals as a greater power but I don't see an opportunity for that right now as they have a stronger cultural presence than us in the region and I don't want whatever religion-system we have to be a copy-paste of theirs. Perhaps, sharing gods and spirits but that's it.
 
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As long as we do main trails and secondary step-farms next turn, I'm happy.
Yeah, I definitely lean your way. I don't think they're an immediate threat who needs appeasement ASAP; I see them more as a rival that could become a major threat in the future but like all things, they need to build up for that.

We should be wary of them but I'm not immediately panicked about them.

Ideally, I'd love to find someway for both us and them to integrate as equals as a greater power but I don't see an opportunity for that right now as they have a stronger cultural presence than us in the region and I don't want whatever religion-system we have to be a copy-paste of theirs. Perhaps, sharing gods and spirits but that's it.
There is also the option of going on a trade expedition to them to for that.
 
As long as we do main trails and secondary step-farms next turn, I'm happy.

Yeah, trails would be super dandy though I'm still internally debating whether they should be primary or secondary.

There is also the option of going on a trade expedition to them to for that.

I don't want to do it this next turn. I'm cautious of getting sucked into their cultural influence.

but maybe the turn afterwards?
 
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OK, you need an actual quote for that, because we've never met them. The only thing we know about them is that they hated the Lowlanders (which everybody did), and claim credit for a rain/drought cycle + plague that hit the Lowlanders WAY harder than it hurt anybody else, and certainly more than the preceding super drought.

Seriously, the Spirit Talkers have done absolutely nothing to indicate that they should be considered our immediate enemy! Cultural rival? Maybe. Hell Bent on driving us into extinction? NOPE! This is getting silly.

2543
Just look at their past actions. Yes, everyone else hated the lowlanders, but instead of chopping down the tree that they hated they decided to burn the entire forest down. Just because the Floods, droughts, and plague didn't hit us as hard doesn't mean that the other settlements didn't get fucked over. We had our trade caravans avoid any villages that had rumors of plague, so we know that at least a few villages got hit by that. Once they took credit for the climate craziness the threat of them doing it again was looming over everyone else.

I'm not saying they're our immediate enemy. Nowhere did I say that they were hellbent on our extinction dude. Stop exaggerating.
 
Since there's no possibility that we'll be entering into war in the next few turns I don't think expanding our military is super important yet. The Walls would act as a serious defensive multiplier that can't really be surmounted with the current tech of this era.

The roads are really important to travel, expanding our sphere of influence regarding trade, and increasing our centralization tolerance. I'd be willing to move domestication of the snails as the main project, since the description of the action suggests that it'll be particularly difficult.
Our warriors expand with our pop naturally, so purposefully expanding our warrior population is basically just making our nation more militaristic, rather than proportionately better at defending itself. I'd rather not.

Yeah, it would make sense if we're in the Fertile Crescent, esp. given all the trees in the surrounding areas right now.

The Levant used to have A LOT more trees before massive deforestation caused by all the different empires (usually for shipbuilding and buildings) flipped the climate into being mostly a desert ecology.

The big thing, if we want to maintain being stewards of the land AND become a naval power one day, is that we're going to have to find a way to grow artificial forests, separate from the ones we're sustaining and protecting now. (otherwise, becoming a naval power will mean a shitload of social maluses)

Crop-forests of trees should be our sole source for building ships unless there's a severe emergency that requires us to cut into the forests we help to maintain.

If we did this eventually, the best places for it, both logistically and in order to minimize water and wind erosion, would be by the coasts. Shipbuilders wouldn't have to go far to gather the necessary resources to build more ships and it would preserve the land of the not!phoneticians.
Or we could just harvest sustainably... The canal would help with carrying the timber we harvest from other parts down to the sea. And since older trees are more important we'd have to wait for >20 years for the first forests we make to be worth it, while other, older trees would go to waste.

Dam and canal are in very much the wrong other, but others have said that already
I still don't necessarily agree, just because the dam makes building the canal much easier.
Uh...how else do you think boats get big enough to carry cargo?
Expanded fishing challenges encourages the fishers to build boats that can handle deeper water, which is what gates the process of plank construction once they have a supply of good lumber.
So basically what I said... Also, it depends on if you think we're actually going to be trading large amounts of cargo at this stage of dev or not. Trading food would be dumb because any place that's big enough to be worth trading w/ probably already produces enough. Smaller luxuries like dye are better, and smaller.
You're looking at different types of difficulty.
Dams need to be vertical and withstand pressure, canals need decent stonework to not need as many repairs. Both need good organization. Great... So since they're different types of difficulty, building a canal won't contribute to preparing for building a dam, since they require such different things. So we might as well build the dam first, once we're ready to, since it will speed up the canal. Yay.

also the artisans, and encourage them to migrate our way and assimilate into our settlements and villages.
That assumes they have artisans...
A thick wall can support height, but will take more muscle to pound into reality.
Are we talking about the Wall wall or about the step farm walls..?
Look. We have to build retaining walls to hold the earth in place when we make our Step Farms. If we make the walls a little higher, they can also function as defenses, making our farms into forts as well. Savvy? That way any raiders that roll up have to fight their way into a series of literal hill forts the whole time they're trying to attack us, instead of being able to do lightning raids.
You do realize that a LOT of gardens have walls that are higher than the waist on an adult, right?
Number one might not be, but number two and three could be just by being higher and a little more permanent in the case of Two. And we're in a steeply hilly region (I think), so we're not going to have the super low walls of the first picture.
Yeah, but that takes a lot of effort and reduces the actual efficiency of the farms cus then you don't take optimal advantage of the slope*. I agree that we could make them like chest high toward the village center, tho. That would fuck over people trying to reach us while still letting us throw spears and rocks or, later, fire arrows.
Domesticating the snails would definitely be valuable but setting up the infrastructure to be able to navigate the seas opens up a lot of wonderful options and range of strategy that would be give us more tools against land-based threats.

It's true that the military applications of greater navigational capacity are important, but I feel that it would be better to have a highly developed dye industry so that we're more impressive when we encounter others.
 
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So if it turns out managing forests can't be done yet on the coast...

[ ] [Main] Improve trails
[ ] [Secondary] Step Farms / trade expedition to lowlands
[ ] [Secondary] Expand Fishing / trade expedition to lowlands

We could swap out fishing for the trade expedition to the lowlands if it turns out it might be worth it over the fishing, or step farms since the fishing would increase our food production as well as make us less vulnerable to droughts.
 
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normally i wouldn't do this... Since this is my thread and all, but I'm just going to put on a mod voice for a second to politely ask that people avoid falling down the spaghetti hole. Even if you are trying to address multiple people at a time, try to limit your posts to one quote per person you are addressing. Bold or highlight specific points within a given post if you need to draw special attention to a point.


Not going to do anything more than that, and if the spaghetti actually gets out of control I will contact an actual mod in to put on their mod voice, but given Squishy's announcement and the behaviours people have got up to in my quests in the past, I just figured a nudge in the right direction was needed.
 
[information=Normally I Wouldn't Do This...]Since this is my thread and all, but I'm just going to put on a mod voice for a second to politely ask that people avoid falling down the spaghetti hole. Even if you are trying to address multiple people at a time, try to limit your posts to one quote per person you are addressing. Bold or highlight specific points within a given post if you need to draw special attention to a point.[/information]

Not going to do anything more than that, and if the spaghetti actually gets out of control I will contact an actual mod in to put on their mod voice, but given Squishy's announcement and the behaviours people have got up to in my quests in the past, I just figured a nudge in the right direction was needed.
what is a spaghetti hole?
 
Yeah, trails would be super dandy though I'm still internally debating whether they should be primary or secondary.



I don't want to do it this next turn. I'm cautious of getting sucked into their cultural influence.

but maybe the turn afterwards?
Definitely not now, but just bringing it up so we are all aware that it is something we can do if we want to pursue that.
what is a spaghetti hole?
ditto, what is spaghetti holing?
No idea. But it sounds tasty!
What is Spaghetti?

You should have seen this on your banner. Squishy got into a tizzy about it again.
 
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