The Great Wolf raided Brushcrest and brought back seed, not baubles; so that Serfs might work to feed the Valley People, Hunters, Artisans, and Fishes alike in the days to come. She thought not of her personal valor but of the way the designs of the whole tribe might be realized by her courage and the strength of her sword-arm.
I decided to try and make a more ambitious plan, where I invite all factions. I will admit that it is not as well argued as @Satar's plan, but I felt like offering an alternative.
[X] Lets all come together
-[X] Try to influence a faction.
--[X] The Artisans
--[X] The goal is to use their desire for stability to mend fences with the Fishes and argue for the necessity of a restored High Council.
--[X] 1 culture
-[X] Try to influence a faction.
--[X] The Fishes
--[X] The goal is to use their desire for stability to mend fences with the Artisans and argue for the necessity of a restored High Council.
--[X] 1 culture
-[X] Organize a meeting to try and establish a new High Council.
--[X] All of them, which means both the Hunters, the Serfs, the Artisans and the Fishes.
-[X] Change the focus of the Pilgrim Village.
--[X] Encourage own culture. (+1 Valley People Culture in Greenvalley) - Current focus
Honestly my biggest issue with your actual plan might be that it will most likely create a large culture deficit, but if it succeed then that might very well be worth it.
I would rather wait to try to reform the council until next turn, as this uses a lot of culture and we will likely have to use culture to negotiate, but this is closest option I have seen to what I want. @Satar, are you open to adjusting your wording a bit? You do a good job in explaining the downfalls of glory-searching but don't offer an alternative. Maybe you could promote the benefits of Honor over Glory, saying that honor can be gained both by going on raids, but also by staying steadfast and defending the home. This might also make them more loyal to the Council, as disobeying it would be dishonorable to their ancestors and therefore shameful.
Mostly alright by me, I hope that the culture decay hits something other than mastery of nature next turn, just so that we could bring it back, as megaprojects seem like they'd be nice. Is it possible to lose multiple ideals in a turn with this sort of overspending? Is it possible to avoid degeneration altogether by getting lucky even if we overspend?
Also, just so I know, what can we do to increase our permanent culture generation? Is it just megaprojects and luxury goods that do it? Or is there anything else we can do, just so that if we ever get into this situation again we have more ideals and fads as "armor" against losing any of them
Adhoc vote count started by Azel on Apr 16, 2020 at 1:22 AM, finished with 103 posts and 16 votes.
[X] Plan The People Yearn, Unification Beckons
-[X] Try to influence a faction.
--[X] Hunters
---[X] Remind the Hunters of the days when their actions brought them acclaim and not ridicule. The Wolf's raids on Brushcrest, from whence the secret of farming was said to be learnt. The sacking of Softhill, from whence the People learned how to herd and make cloth. What separates these days and deeds from those of the so-called "Great" Deer? Only the same evil that lead an elderly man to name himself equal to the greatest heroes the Valley people had ever known-- a certain vice, a certain hubris, the lusting after glory for the sake of glory. In the days of old, the hunters acted in concert with the others of the tribe. The Great Wolf raided Brushcrest and brought back seed, not baubles; so that Serfs might work to feed the Hunters, Artisans, and Fishes alike in the days to come. She thought not of her personal valor but of the way the designs of the whole tribe might be realized by her courage and the strength of her spear-arm. There is a glory that is born of vanity; and there is a glory that is born of the love and acclamation of one's fellow villagers. If the Hunters might set aside this vainglory, and, like Great Wolf before them, work alongside the Artisans and the Fishes as the strong spear-arm and the defenders of the Valley People, then surely in time they will once again walk in the footsteps of their great forefathers.
----[X] 1 Culture
--[X] Artisans
---[X] Speak to the Artisans about Broken-Shell of Brushcrest and the Makar. The Artisans were wise, of course, to realize that the hunters had become overcome with a lust for glory, and also to have recognized the necessity of trade, but the lowlanders have been violent and treacherous before. As the seasons turn, the wind may blow another way. Once again great hosts may clash in the lowlands, and if the Valley People pledge their troth in alliance with one party or another, blood will be spilled and trade ruined. Would it not be wiser for the Valley People to be to the lowlanders as they are to the Clansmen: neutral parties with whom all trade, all respect? And if something like the Makar arise again, or others turn greedy eyes to the wealth of the Valley Peoples, would it not be wise to be armed and strong in hunters so as to defend their interests? The Artisans have a unique opportunity to unite the tribe, but they should avoid being like the vainglorious hunters before them, running roughshod over all others in the Valley. If the Artisans will but be a little generous at the onset, as a trader might be with a new customer, then they might, over time, receive a wealth of gratitude in return. (Artisan: Diplo Ties -> Trade Ties but No Permanent (Entangling) Alliances, Rehabilitate Hunters as Defenders, Don't Force Hegemony).
----[X] 2 Culture
[X] A new council
-[X] Organize a meeting to try and establish a new High Council.
--[X] Invite the Fishes, the Artisans and the white clans
-[X] Change the focus of the Pilgrim Village.
--[X] Encourage own culture. (+1 Valley People Culture in Greenvalley) - Current focus
[X] Plan Promoting Containment.
-[X] Spend culture
--[X] Try to influence a faction.
---[X] Fishes
----[X] Push the idea that Lake Rest is a place that allows the Valley People to teach barbarians how to respect the ancestors, like the Fishes own ancestors were once taught, without relying on the Hunters and it keeps Greenvalley free from the presence of outsiders whilst doing so which the Hunters failed to manage.
-----[X] Spend 2 culture
-[X] Bonetender action
--[X] Gain +1 Culture to spend this turn.
[X] Plan The People Yearn, Unification Beckons
-[X] Try to influence a faction.
--[X] Hunters
---[X] Remind the Hunters of the days when their actions brought them acclaim and not ridicule. The Wolf's raids on Brushcrest, from whence the secret of farming was said to be learnt. The sacking of Softhill, from whence the People learned how to herd and make cloth. What separates these days and deeds from those of the so-called "Great" Deer? Only the same evil that lead an elderly man to name himself equal to the greatest heroes the Valley people had ever known-- a certain vice, a certain hubris, the lusting after glory for the sake of glory. In the days of old, the hunters acted in concert with the others of the tribe. The Great Wolf raided Brushcrest and brought back seed, not baubles; so that Serfs might work to feed the Hunters, Artisans, and Fishes alike in the days to come. She thought not of her personal valor but of the way the designs of the whole tribe might be realized by her courage and the strength of her spear-arm. There is a glory that is born of vanity; and there is a glory that is born of the love and acclamation of one's fellow villagers. If the Hunters might set aside this vainglory, and, like Great Wolf before them, work alongside the Artisans and the Fishes as the strong spear-arm and the defenders of the Valley People, then surely in time they will once again walk in the footsteps of their great forefathers.
----[X] 1 Culture
--[X] Artisans
---[X] Speak to the Artisans about Broken-Shell of Brushcrest and the Makar. The Artisans were wise, of course, to realize that the hunters had become overcome with a lust for glory, and also to have recognized the necessity of trade, but the lowlanders have been violent and treacherous before. As the seasons turn, the wind may blow another way. Once again great hosts may clash in the lowlands, and if the Valley People pledge their troth in alliance with one party or another, blood will be spilled and trade ruined. Would it not be wiser for the Valley People to be to the lowlanders as they are to the Clansmen: neutral parties with whom all trade, all respect? And if something like the Makar arise again, or others turn greedy eyes to the wealth of the Valley Peoples, would it not be wise to be armed and strong in hunters so as to defend their interests? The Artisans have a unique opportunity to unite the tribe, but they should avoid being like the vainglorious hunters before them, running roughshod over all others in the Valley. If the Artisans will but be a little generous at the onset, as a trader might be with a new customer, then they might, over time, receive a wealth of gratitude in return. (Artisan: Diplo Ties -> Trade Ties but No Permanent (Entangling) Alliances, Rehabilitate Hunters as Defenders, Don't Force Hegemony).
----[X] 2 Culture
[X] Organize a meeting to try and establish a new High Council.
-[X] Artisans, Hunters, Fishes, Bone Tenders (as Mediators)
[X] Lets all come together
-[X] Try to influence a faction.
--[X] The Artisans
--[X] The goal is to use their desire for stability to mend fences with the Fishes and argue for the necessity of a restored High Council.
--[X] 1 culture
--[X] The Fishes
--[X] The goal is to use their desire for stability to mend fences with the Artisans and argue for the necessity of a restored High Council.
-[X] Organize a meeting to try and establish a new High Council.
--[X] All of them, which means both the Hunters, the Serfs, the Artisans and the Fishes.
-[X] Change the focus of the Pilgrim Village.
--[X] Encourage own culture. (+1 Valley People Culture in Greenvalley) - Current focus
Update will take a bit longer due to the amount of background work needed. The Artisans are learning a lot of stuff, so I had to update quite a few things.
The Valley People
Symbol: The heads of a bear, a wolf and a man.
Government: Absolute Directorial Despotism - Mandate of the Ancestors
General rules
- Meetings of all Councils will be held in private. However, each person attending the council may bring an additional guest, who may listen but not speak unless invited to speak by the council.
- All groups setting out to interact with outsiders must contain a representative of the their Council. Low Council representatives can only do so for groups smaller than their own community with larger groups being the domain of the High Council.
- All matters affecting more than two communities must be brought to the High Council. Matters between two communities may be resolved by their Low Councils if they can come to a consensus, or otherwise be brought to the High Council for arbitration.
- Disputes between individuals and families within a community are to be resolved by the Low Council of the community.
- High Councilor, Low Councilor, Mediums, Priests and Vice-Councilors positions are exclusive. Upon gaining one title they lose all others of the list
Organization structure
- High Council:
-- The High Council will be the highest authority of the state, referring to the three who comprise supreme authority.
-- The High Council is advised by Mediums, one selected by each Low Council. The Mediums can be a member of any community.
-- The High Council can appoint representatives from any community to speak with their authority for specific tasks when the Council cannot be present themselves.
-- Each member of the High Council must maintain at least one, and no more than three Vice-Councilors for their council duties. These Vice-Councilors must be taught how to perform and assist with the duties of a High Councilor. They can be chosen from anyone under the authority of the High Council, except for High Councilors, Low Councilors and Mediums.
- Low Council:
-- The Low Councils refer to the local authorities, each governing one permanent(lasting at least one full lifetime from birth to death) community comprising of at least three population units of adults. Such a community may be fixed or mobile in nature, so long as someone can be born into it and die belonging to it.
-- Each Low Council consists of two leaders chosen by the community, and one leader chosen by the High Council. The community leaders must be members of the community, but the High Council can choose either a local or send a representative.
-- The Low Council can appoint representatives from their community to speak with their authority for specific tasks when the Council cannot be present themselves. They may appoint representatives from other communities with the agreement of either the High Council or the other community involved.
- Priests
-- The priests must maintain an advisor to the High Council at all times, who will be allowed to listen to and advise any decisions.
-- The priests may send one advisor to any Low Council, who will be allowed to listen to and advise any decisions.
-- The priests must preferentially raise their new initiates from the orphans of the People where available. Where there are more orphans than need for new initiates, they will be chosen by lot.
Succession
- High Councilors are elected with a majority vote by the High Council and the Mediums of each Low Council from the pool of Vice-Councilors. At least two thirds of the Mediums must be present to pass such a vote.
- Mediums are selected with a majority vote by the Low Council they represent. Their status can be revoked by the same process.
- One Low Councilor seat of each community is fixed to the High Council's appointment, if this Low Councilor is removed by any means, they will be replaced by the next appointed representative of the High Council.
- The remaining two Low Councilor seats are chosen by the community they govern. Groups with preexisting selection methods may use their traditional methods, or permanently change their process to a simple majority of their community.
- High Councilors will step down in the following events:
-- Voluntary abdication, which will start the process of raising a new councilor while they remain a councilor until their successor is chosen.
-- Death
-- Incapacitation such that they are no longer able to perform their duties for more than a season.
- Low Councilors will step down in the following events:
-- Half or more of the community they govern votes to replace them.
Religion: Faith of Bones
Capital: Greenvalley
Cultural Ideas
At the dawn of time, the people were lost and separated. But in these trying times emerged three great persons that led them together again to build a brighter future. Like the Mountain Father, the Black Bear and the White Wolf, the Council of Three rules to this day, the wisdom of the ancestors guiding them on their path. No higher authority can there be in this world.
Effects:
- gain +2 on combat morale
- gain +2 on stability checks
- troops will never disobey orders or join revolts, but may participate in civil-wars normally
- allow the deployment of military units to temporarily raise stability
- may use Subjugation actions even outside of wars with that war-goal
-- can destroy Pops to eliminate cultural values of a Faction
-- can destroy Pops to eliminate a Faction entirely
-- can forcibly resettle Pops
- using subjugation actions or deploying military units to establish order raises mood
- weaker polities receive -1 Morale when facing someone with this value
- must always treat other polities as lesser and can't interact with them as peers
- Council of Three must always be the highest authority in the state
- factions unable to alter social order or political system, but can still try to gain control of the government
- social change occurs slower, but sometimes breaks violently
- during a civil war, other groups can claim the Mandate of the Ancestors to gain legitimacy
- this idea will be destroyed when the government collapses or the polity is absorbed by another polity
Challenges come and go, but only the steadfast will remain in their wake. Neither directionless action, nor hiding from them will save the people from these trials. One must face these challenges no matter how daunting they seem, and though the price they reap might be dire one will grow stronger for these losses.
Effects:
- gain +1 on stability checks
- gain +1 on Inspiration stat of all commanders
- stability loss when radically changing a started course of action due to difficulties
Blood is life. It is shed when we come into the world and all too often it is shed when we leave it. To willingly give it to another, be they living or dead, is the highest gift one can make, for the giver offers nothing less then a piece of his life. Never should such a deed be done lightly and gravest misfortune will come to those who befoul such sacred acts.
Effects:
- gain +1 on stability checks
- religion more likely to spread to populations who have no codified rites
- religion less likely to be subsumed by other faiths
- lower risk of betrayal by oath-sworn subjects sharing this value
- factions more resistant to size and influence loss, except when caused by population drop
- lower chance to detect faction plots
A man might build himself a home. He can stack stone and wood to find shelter against the elements and make a place he can call his own. Yet many man can build many homes, and with dedication and effort, even greater works they can accomplish. The world is there for man to shape and to make it more pleasing for himself.
Effects:
- bonus to development of landscaping technologies
- large-scale landscaping projects increase mood
- diplomacy malus of -1 with all groups who venerate nature
- malus to stability checks and increased mood loss from natural disasters
Current Factions
Artisans
Description: Having their support chiefly among the miners and artisans of Cliffside, Crackhome and Greenvalley itself, this group is second in prestige only to the hunters and more numerous too.
Size: 7 (Large)
Influence: 7 (High)
Mood: 7 (Happy)
Main Issues: Stability, Ressources, Trade
Secondary Issues: Diplomatic Ties
Fishes
Description: Named after a joking answer to the question who they support, the fishers of Laketop have slowly drifted apart from the rest of Greenvalley to form their own distinct group. While wielding little direct influence in Greenvalley, the amount of food they contribute to the valley gives them still some leverage.
Size: 7 (Large)
Influence: 6 (Average)
Mood: 3 (Unhappy)
Main Issues: Peace, Stability, Segregation
Secondary Issues: Isolationism
Bone Tenders
Description: While they generally try to stay out of political affairs, the Bone Tenders wield quiet some influence among the population and are known to try and keep the peace among the people in times of strife.
Size: 1 (Tiny)
Influence: 7 (High)
Mood: 5 (Content)
Main Issues: spread of Faith of Bones, honoring the Ancestors, Neutrality
Secondary Issues: Peace
Settlements
Greenvalley
Location: Clearing in the forest near a river bend.
Size: Large Tribe
Development: Long House settlement
Minor Villages:
- Crackhome - Limestone Quarry Village
- Cliffside - Obsidian Quarry Village
- Laketop - Fishing Village
- White Halls - Holy Site with Pilgrim Village
- Rivercrossing - Village
Population:
Type
Number
Culture
Faction
Notes
Workers
20
Valley People
Fishes (13)
Valley People
Artisans (7)
Hunters
3
Valley People
Artisans (1)
1x Regular Infantry
Fishes (2)
2x Light Infantry
Artisans
5
Valley People
Artisans (4)
4x Basic Goods -> Production
Buildings:
Name
Upkeep
Effect
Holy Site - Faith of Bones
0.6 Production
3 Culture
Pilgrim Village
1 Food
can generate 1 Culture of own or friendly culture, or create 1 own Culture in friendly polity
Stone Wall
0.2 Production
defensive bonuses in combat
Active Trades:
- give 0.7 Production to White Clans for 1 Dye (Azurite)
- give 1 Culture and 0.2 Production to Lakerest
Resource Production:
Name
Current
Maximum
Bonus
Gathering
2
-
+30% (Base)
+20% (river)
+20% (low area utilization)
Total: +70%
They have clearly crossed the emptiness to the east and will form a empire that will be our greatest foe.
That or they died in a wasteland after running out of water.
They have clearly crossed the emptiness to the east and will form a empire that will be our greatest foe.
That or they died in a wasteland after running out of water.
?
I thought the thread kinda went no more military faction at all. Considering how politically weak the remaining hunters were why would they be a faction any more?
They joined up with the Artisans. I guess either because the Artisans decided they needed their own warriors to match the Fishes or your plans to mend rifts between them succeed.