You are aware that everyone, including the metal workers are centuries away from even approaching the creation of bronze?

We are in a Stone Age setting for gods sake, the best they could have are highly sociopathed copper tools, which are useless as weapons
....I didn't know tools could be sociopathic. What, is there call for stone age psychiatrists? :rofl:
 
The metal workers might get bronze soonish, I think, if they roll some crits.

AN commented on bronze some time ago, something along the lines that we are still far far far off from getting anything related to bronze simple because people lack means to increase the heat high enough to create to bronze, which comes from a lack of tech, infrastructur and ideas, therefore I assume that even the metal workers won't get bronze within the next 50 gens unless they get a tech hero

....I didn't know tools could be sociopathic. What, is there call for stone age psychiatrists? :rofl:

Just wait until auto correction will eat your words, then you will rue the day, you made fun of me :p
 
AN commented on bronze some time ago, something along the lines that we are still far far far off from getting anything related to bronze simple because people lack means to increase the heat high enough to create to bronze, which comes from a lack of tech, infrastructur and ideas, therefore I assume that even the metal workers won't get bronze within the next 50 gens unless they get a tech hero

Depends on where they are.
If they have brown coal they might luck into figuring out how to ignite it, thus getting the necessary temperature.
 
New conditions
[X] Reinforce Northshore
[X] Send additional resources to assist (-1 Centralization, allows Northshore to spend Econ on defensive measures while being attacked)
[X] The People always welcome the needy (-1 Stability, +2 Econ)

As was their way, the People reinforced those threatened with raids and war, showing their commitment to protecting those living in Northshore that had lead to the chiefs there being willing to offer their loyalty to the king and the People in general. Old tales told of conflicts with the nomadic tribes more significant than the occasional raid quickly shown off, but with the hills thinning out and the villages along the coast mostly exposed to the vast, open plains to the north with only a thin line of relatively young trees to serve as a geographic blocker, the fighting soon turned intensely nasty. The People had sophisticated scouts and could reinforce villages with warriors drawn from the other provinces, but the nomads were fluid and could pick when and where they wanted to strike. The People had to defend everywhere, while the nomads could attack anywhere and needed to be nowhere. Massed strikes by entire tribes could overwhelm local defences, although the People made it just enough trouble that the chieftains had to weigh the gains carefully, lest the losses they took in attacking make them prey to their kin.

It didn't stop the attacks, but it did push the weight of the attacks towards the nomads raiding with the intent of picking fights with the warriors, both seeking glory in combat and to grind away the supply of defender to make an opening somewhere that could be exploited. Some of this was also being communicated east, as the number of raids on Stonepen was also increasing.

Meanwhile, in the south, it seemed that the Dead Priests had decided to cut their losses and had withdrawn support for the more exposed northern and western tributaries in order to shore up their southern and eastern vassals and protect their core regions. While the Highlanders would assuredly begin gobbling up these settlements, the Thunder Horse - related as they were to nomads and still having significant numbers of nomads among their warriors - now saw these settlements as prime raid targets. The traders who interacted with both of these groups stated that the two of them coming to blows was inevitable. While tenuous, the Highlanders made ancestral claims to portions of the lowlands, and would need to control territory to be able to continue their desire to punch their ancestral enemies in the face, while the Thunder Horse had no interest in controlling the masses of warriors who went raiding south but ties of family and loyalty compelling them to protect these people from retaliation.

No demands had come yet, but unless something drastic changed, the People would almost assuredly be forced to pick a side within the next generation or two, if only because trade with one would be taken as an insult by the other. It was something to keep an eye on, and interestingly enough the best thing for the People there would be the resurgence of the Dead Priests to keep their two primary trading partners from each other's throats.

At least the sea raids were... not exactly under control, but the fishermen on boats had taken to seeing off those they didn't know, marking their boats with small banners dyed with the red that only the People could get in any significant quantity. That produced an interesting discussion though, in that by using the dye in that way was it to be still considered a luxury, or now an infrastructural item like fired brick or good flint? There had already been some disagreements and conflicts over that, especially noticeable with the increase in people from the lowlands who had their own ideas on the distribution of goods and service thrown into the mix. One of the odd rumours going around was a major disagreement over pottery between a family of lowlander immigrants and a chief, with the king actually getting the full story because of a petition to rule on the decision of a lower ranking chief.

It was a disagreement between a family of lowlander immigrants and a chief over some pottery. Specifically, the chief had ruled the pots overly decorative and thus luxuries that would be taxed as such while not counting towards the standard production quota, while the lowlanders countered that it was simply how they made pots and to not add on the extra flourishes they did would be an insult to their craft, and they would not make inferior quality goods. Just the ruling on whether or not the king would hear this plea was going to be a major hassle, in that it opened up the door to anyone who didn't like the ruling of a lower chief appealing upwards towards the king. While it would undoubtedly help with some of the corruption issues that had plagued the People recently, it would also take up a lot more of the king's time, and the potential for resentment from the people the king actually had to work with on a regular basis if he had to rule against them.

Should the king grant the hearing of the appeal?
[] Yes (-1 Hierarchy, +2 Centralization)
[] No
[] People should accept the rulings and get in order (+1 Stability)

Art Patronage - Wealth of the first and second kind can be used to create wealth of the third kind to the benefit of all
* S: -1 Econ, +2 Art
* M: -2 Econ, +3 Art, +1 Prestige, potential innovations

Black Soil - Production is now regular and huge amounts of trash are turned to black soil every year, but there's always room for more production [Shapers] [King]
* S: -1 Econ, +1 Econ next turn, additional effects
* M: +1 Econ, additional effects
* used 2 times

Build Chariots - Once the domain of rich nomad chieftains, there is now enough copper to make construction of this new design practical for the People and deployable on a large scale. Used: 0 times
* S: -1 Econ, +1 Martial
*M: -2 Econ, +3 Martial, other effects

Build Wall - Long experience with retaining walls has lead to the idea of a settlement wall for protection (Redshore and Stonepen capitals walled)
* S: -1 Econ, minor walls
* M: -1 Econ, major walls

Enforce Authority - The power of the king is not to be questioned, and the army can be used to demonstrate that
* S: -1 to 0 Stability, +1-3 Centralization
* M: -1 to 0 Stability, lower odds of Stability loss, +2-3 Centralization
* the more settlements with walls outside of the capital, particularly large walls, the less effective this action is

Establish Annual Festival - A yearly harvest festival and a planting festival brings entertainment and stability by reminding people of the good things in life, and can help teach newcomers the ways of the People, so perhaps another festival might be of use?
* S: -1 Econ, +1 Stability, chance for additional effects
* M: -1 Econ, +1 Stability, +1 Art, chance for additional effects
* Max Stability: Legitimacy - 1

Expand Economy - Encourage the growth of food producing activities such as farming, pastures, or fishing, depending on where focus is placed
* +1 Econ, potential additional effects
* 8 uses remain before requiring new territory

Expand Forests - The People have knowledge of how to regrow and repair forests, which extends to bringing them to places they have never been, with considerable effort
* S: -1 Econ, grows forest, +1 Econ next turn if in settled territory and controlled
* M: -1 Econ, grows forest, +2 Econ next turn if in settled and controlled territory

Expand Holy Sites - The current places dedicated to the spirits and wisdom have accumulated interesting objects and tellers of stories, but they could be made a bit better
* S: -1 Econ, +1 Mysticism
* M: -2 Econ, +2 Mysticism, +1 Art, potential additional effects

Expand Snail Cultivation - While now more reliably grown and harvested, the snail domestication has only managed to hold environmental changes at bay rather than increase production. More investment would increase cultivation
* S: -1 Econ, +1 Diplo
* M: -2 Econ, +2 Diplo, potential additional effects

Expand Warriors - More men can be inducted into the ranks of the warriors every year and not face major food shortfalls
* S: -1 Econ, +1 Martial
* M: -2 Econ, +2 Martial, potential additional effects

Grand Sacrifice - Communal sacrifice is a great way to bring the People together, and to also even out class distinctions. NOTE: Because the People do not use human sacrifice, the Econ costs are especially harsh. Max Stability: Legitimacy
*S: -2 Econ, +1 Stability
*M: -3 Econ, +2 Stability

More Blackbirds - Elite scouts and woodsmen, the Blackbirds are a potent force, if not exactly mainline fighters. More of them could prove useful
* S: -1 Mysticism, +1 Martial more Blackbirds
* M: -1 Econ, -1 Mysticism, +1 Martial, many more Blackbirds, additional effects

More Carrion Eaters - Keepers of sacred and profane knowledge, the Carrion Eaters thread a dangerous path but bring valuable knowledge for treating wounds and inspiring courage, greatly bolstering the morale of warriors by ensuring them that their companions are not doomed if they fall. More could prove useful.
*S: -1 Mysticism, +1 Martial, more Carrion Eaters
*M: -1 Econ, -1 Mysticism, +1 Martial, many more Carrion Eaters, additional effects

More Boats - The things are expensive but oh so useful, so having more of them will increase your capacity for trade, travel, and fishing
* S: -2 Econ, +1 Econ and +1 Diplo next turn, other potential effects
* M: -2 Econ, +1 Econ end of turn, +1 Econ and Diplo next turn, additional effects, tiny chance of innovation;
* used 3 times

New Settlement - There are a few new sites that could have new settlements placed on them: a new settlement within Redshore (can go further south), within Northshore (further to the west, inland to the north into the plains), badlands, eastern hills, northern pastures within Stonepen
* S: +1 Econ next turn, increases number of times Expand Econ can be taken
* M: +1 Econ and +1 Mysticism end of turn, increases the number of times Expand Econ can be taken
Special: Badlands settlement requires a Main action to work at all and only returns as a Secondary, but increases response time and decreases logistics for movement in and out of the badlands
Special: Main action for Eastern Hills produces a new province

New Trails - The new coastal settlement is supported mostly by boats and the expansion of the limited trails there would be of great utility
* S: -1 Econ, +1 Centralization, other effects
* M: -1 Econ, +1 Centralization, +1 Diplo, other effects

Proclaim Glory - A recent innovation from the south, by using art the King can promote people to trust his decisions
* S: -2 Art, +1 Legitimacy
* M: -3 Art, -1 Econ, +1 Legitimacy, +1 Stability, potential +1 Prestige
* Max 3 Stability; modified by Diplomacy skill

Restoration of Order - The people are uncertain, and into that uncertainty bad behaviour can flow. Send in the warriors to reassure people and root out corruption and dissent, restoring the proper function of the People. Max Stability: 0
* S: Gain -1 to 2 Stability
* M: Roll twice, take best result
* modified by Administrative skill

Sailing Mission - The new boats have proven themselves capable of exploring long distances, so what else might they discover along the shores of the sea?
* S: Potential new discoveries
* M: -1 Econ, improved odds of success

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? 1 Use
* S: Potential new discoveries
* M: -1 Econ, improved odds of success

Study Health - What secrets of nature can be used to improve the health of the People?
* S: Potential new discoveries
* M: -1 Econ, improved odds of success

Study Metal - With intense heat certain rocks can be transformed into metal, but what exactly is going on?
* S: -1 Mysticism, chance of new insights
* M: -1 Econ, greater chance of new insights

Study Stars - What secrets do the heavens hold when you study the stars and their motions carefully? 3 Uses, 3 Uses in a Row
*S: +1 Mysticism, tiny chance of new insights
Cannot be used as a Main action

Survey Lands - Foreigners have discovered strange materials within their lands, are these materials perhaps also found within the lands of the People?
* S: Potential new discoveries
* M: -1 Econ, improved odds of success; used 1 time

Trade Mission - Sending a major caravan to another large group can bring new opportunities and find out more about the outside world
* S: -1 Diplo, additional effects depending on target, +1-2 Diplo end of of turn;
* M: -1 Diplo, -1 Econ, additional effects depending on target, +1-2 Diplo end of turn, +1-2 Diplo next turn

War Mission - You can send raiding parties against groups that have declared themselves hostile
* S: Potential loss of Martial, can prevent Econ and Diplo damage when being attacked, can damage enemy Martial and Diplo
* M: Probable loss of Martial, can prevent Econ and Diplo damage when being attacked, can damage enemy Martial, Diplo, and Econ, always has a mid-turn decision point

Reminder: 2 {S} applied to the same project = 1 {M}
Additionally: 2 Mains may have non-linear effects

Special: There are some interesting kinds of pottery being brought by lowlander refugees, perhaps Art Patronage might be useful?

Mega-Projects - Mega-Projects can require many generations to complete, take an unknown amount of time to do so, and drain Econ while active, but can produce massive benefits once complete. Once chosen, the occupy the Main Focus slot until either completed or stopped early. Early stopping once started does not refund any of the investments and increases social strife. To reduce confusion, mega-projects are not listed as part of the voting project list and must be "written-in".
The Garden - The canal has greatly expanded the People's knowledge of controlling and directing water. A smaller but more personal project has been proposed to improve Valleyhome [Stewards] [King] (3-6? action commitment, -1 Econ per action)
Great Dam - The river can run wild and dangerous when the rains come strong, but could it not be controlled by the same principles by which the water on the hills is channelled and contained, merely on a larger scale? [Stewards][King] (4-7? action commitment, -1 Econ per action)
Place to the Stars - The shamans have noticed deeper patterns among the stars than they ever imagined, and setting up long term memories of where things should be could be intensely useful, if also labour intensive to get sufficiently durable markers in place [King] (7-10? action commitment, -1 Econ per action, some Mysticism commitment)

[Stewards] special kicker: Pay 1 Stability to double the effort on a megaproject action, consuming twice the required per turn resources but advancing the job faster. If taking a second main action on a megaproject, requires additional Stability payment to double that as well.
Currently have one [Main] action slot and leaving two [Secondary] actions. Due to being attacked, require a minimum of 1 [Secondary] action as a War Mission against the northern nomads. Since this is a defensive war, may add a -[] Burn stability kicker to double the effectiveness of the war mission by paying 1 Stability. If Diplo or Econ above 6 and there is no megaproject active local chiefs are able to select actions that may consume these resources. Because they are being attacked, Northshore and Stonepen may spend Econ on defensive structures.

[] Art Patronage
[] Black Soil
[] Build Chariots
[] Build Wall
[] Enforce Authority
[] Establish Annual Festival
[] Expand Economy
[] Expand Forests
[] Expand Holy Sites
[] Expand Snail Cultivation
[] Expand Warriors
[] Grand Sacrifice
[] More Blackbirds
[] More Carrion Eaters
[] More Boats
[] New Settlement
[] New Trails
[] Proclaim Glory
[] Restore Order
[] Sailing Mission
[] Study Forests
[] Study Health
[] Study Metal
[] Study Stars
[] Survey Lands
[] Trade Mission
-Target Options: Highland Kingdom, Thunder Horses, Metal Miners, Coastal Minors, Lowland Minors, Into the Wild
[] War Mission
-Target Options: Dead Priests, Northern Nomads

Provinces for Projects: Valleyhome, Redshore, Stonepen, Sacred Forest, Northshore
Major Holy Sites: Rainbow Trail, Sacred Forest, Holy Sea, Horse Valley
 
Blacksoil has been sitting with confirmed 'additional effects' for awhile, that might be a good idea to grab. Could be the end of the tree, just like steppe farms was.
 
General
Diplomacy 7
Economy 12
Martial 7

Stability
Stability 0 (neutral)
Legitimacy 3 (maxed)

Organizational
Centralization 3
Hierarchy 7

Cultural
Art 5
Mysticism 3
Prestige 4

Holy shit! A gold Econ!
 
HMMM!

So the DP drew inwards into a core state. Call it MiniDP.

The HK and TH are going to come to blows and we will have to pick sides. Lovely.

Can we just ignore both of these guys? :V not serious.

We are developing flags. Neat. More industrial uses for the die might come up.

And the Nomads are a problem. Woohoo! <.<

Leaning towards people should accept the ruling. Yes also has tempting...

Edit: Huh, wonder what gold Econ means.
 
Wait, we maxed out our Econ? Well, I guess there's no point in trying to keep the baby boom going, then.

Alright, what is the most expensive thing we could do...
 
Wait, we maxed out our Econ? Well, I guess there's no point in trying to keep the baby boom going, then.

Alright, what is the most expensive thing we could do...
Megaproject.

But which one? We have a new one after all, though I don't think an observatory is what we need at the moment. I think it might be time to go for the Dam.
 
Wait, we maxed out our Econ? Well, I guess there's no point in trying to keep the baby boom going, then.

Alright, what is the most expensive thing we could do...
Actually no. :)

We are just getting into our threshold. Red is the absolute max.

We can expand and probably expand our Econ Capacity.

Edit:

Megaproject.

But which one? We have a new one after all, though I don't think an observatory is what we need at the moment. I think it might be time to go for the Dam.

Really not the time. :p
 
[X] Yes (-1 Hierarchy, +2 Centralization)
This does have it's issues, but it also bumps down hierarchy and we can head off some corruption as well

[X][Main]Expand Warriors
[X][Secondary]War Mission-Northern Nomads
[X][Secondary]Study Metal

Since Nomads are attacking, we're gonna need to focus mil, though I want to still throw in metal(though a secondary chariots isn't something I'd vote against, mind)
 
Megaproject.

But which one? We have a new one after all, though I don't think an observatory is what we need at the moment. I think it might be time to go for the Dam.
The Garden takes the least amount of time. 3-6 actions.

The Great Damn takes 4-7.

We can just make the Garden and pair it with Study Metal for extra benefits. And then whatever other action we need.
 
[X] Yes (-1 Hierarchy, +2 Centralization)
This does have it's issues, but it also bumps down hierarchy and we can head off some corruption as well

[X][Main]Expand Warriors
[X][Secondary]War Mission-Northern Nomads
[X][Secondary]Study Metal

Since Nomads are attacking, we're gonna need to focus mil, though I want to still throw in metal(though a secondary chariots isn't something I'd vote against, mind)
Kinda with you on this one. Can't really leave Hierarchy where it is.

edit: It's probably glazed pottery!

YAY!
 
:facepalm: and we are looking at long term problem again. Also, this is setting precedent for a lot of things.
Choosing the first develops a supreme law of the land, a court designed to deal with the excesses of lesser courts. This is well worth the penalties.
General
Diplomacy 7
Economy 12
Martial 7

Stability
Stability 0 (neutral)
Legitimacy 3 (maxed)

Organizational
Centralization 3
Hierarchy 7

Cultural
Art 5
Mysticism 3
Prestige 4

Holy shit! A gold Econ!
Means if we go any higher it may cause problems.
 
[X] Yes (-1 Hierarchy, +2 Centralization)

[X][Main]Expand Warriors
[X][Secondary]War Mission-Northern Nomads
[X][Secondary] Art Patronage
 
Last edited:
Damn, we rolled horribly on those nomads. I see two routes:
Plan Expansion:
[] People should accept the rulings and get in order (+1 Stability)
[] [Main] New Settlement - Eastern hills
[] [Secondary] War Mission - Northern Nomads
[] Study Metal
Grabs us stability, metal, and more actions, but we don't take advantage of our temporary bonuses.

Plan Tech:
[X] Yes (-1 Hierarchy, +2 Centralization)
[X] [Main] Art Patronage
[X] [Secondary] War Mission - Northern Nomads
[X] Study Metal
Gives us maximum tech upgrades.
 
It was a disagreement between a family of lowlander immigrants and a chief over some pottery. Specifically, the chief had ruled the pots overly decorative and thus luxuries that would be taxed as such while not counting towards the standard production quota, while the lowlanders countered that it was simply how they made pots and to not add on the extra flourishes they did would be an insult to their craft, and they would not make inferior quality goods. Just the ruling on whether or not the king would hear this plea was going to be a major hassle, in that it opened up the door to anyone who didn't like the ruling of a lower chief appealing upwards towards the king. While it would undoubtedly help with some of the corruption issues that had plagued the People recently, it would also take up a lot more of the king's time, and the potential for resentment from the people the king actually had to work with on a regular basis if he had to rule against them.

Don't we have families that produce only luxury goods and nothing else? I remember something about snails and swimming.
 
In case people did not see it.
I) would say it is a hint.
Huh, missed that, though I wonder if doing it as a secondary would do anything at all, since the innovation from that is as a main we can't fit in right now.

Eh, it spends the overbundant econ anyways, so I'll switch

[X] Yes (-1 Hierarchy, +2 Centralization)
[X][Main]Expand Warriors
[X][Secondary]War Mission-Northern Nomads
[X][Secondary]Art Patronage

This takes advantage of the special that we have this turn
 
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