Seems we're going with tribute, hunting, and cultivating. Barring some crisis, I'd really like to double cultivate next turn, so we can max it out while we have a hero, see what innovations that produces.
...hypothetically, kill + hunters + cultivate might've gotten us sacred fields/proving grounds ritually watered with blood and 'blessed' by the spirits to attract scavengers prey.
Blood for the Blood God, Skulls for the Skull Throne and all that.
In the aftermath of the long series of raids, your hunting began tending toward the northern fields, more occasionally intersecting with Muinehiza hunters, who collectively helped intimidate the Muinoba into periodic offerings of grain and youths who could be incorporated into the hunting bands with a minimum of trouble. The swell in the number of those with jendeseri ancestry meant additional people to go out and sow the fields, taking advantage of the swelling of the river.
These activities were frequently accompanied by offerings to the spirits with increasing frequency over the years, as the grain-tenders sought to ensure the land in their care would not be ravaged by raging floods.
Thus this generation of your people prospered. But whether the situation would remain steady was uncertain, as life on the river always was. In particular, the river has come dangerously close to ruining the fields you and the Muinoba rely on in recent seasons, and new bands have made their way into nearby lands. To the south, a large group atop felled, floating trees has settled on two sides of a bend in the river, while two jendibili groups have come in out of the arid fields to the east and west. So far all have warily kept their distance for the most part, and as you know there are no groups of note north of those you already have stable relations with, but the world is wide, and who knows what it may encompass?
Vote:
[War] Force them to give you food and people each season.
Major Martial / Minicrit Ad:
Concept - Tributary Relationship
Stats
Econ 3{6}
Martial 2{3}
What stance do you take toward these newer groups, in general?
[] [New] If they stay away from us, we'll stay away from them.
[] [New] Reach out, establish warm ties where possible.
[] [New] They can leave, or they can die.
In addition, choose 2 Actions from the list below. You can vote for the same action twice by appending 'x2'.
[] [Act] Expand Fishing
Set up nets and traps to supplement the tribe's diet.
S: +1 Temp Econ
D: +3 Temp Econ
[] [Act] Exploration and Scouting - (Direction)
(Direction) can be any of the 8 cardinal or semi-cardinal directions.
-1 Temp Econ, -1 Temp Martial, +Info about resources & people in target direction
[] [Act] Train Hunters
-1 Temp Econ; +1 Martial and Moderate Hunting, Raiding bonuses this turn and next.
[] [Act] Hunting Expeditions
Organize the labor of the population to build tools and send out additional hunting parties.
S: +2 Temp Econ, +1 Temp Martial, additional effects
D: +6 Temp Econ, +2 Temp Martial, additional effects
[] [Act] Raiding Parties - (Target)
Send people armed with weapons and fire to take food and goods and to destroy fields, houses, and lives.
Targets: All, East Nomads, West Nomads, South Farmers
S: -1 Temp Econ, +1 Temp Martial
D: -2 Temp Econ, +3 Temp Martial
[] [Act] Intensify Cultivation
Threshold: 1 Econ
S: +2 Econ this turn and next
D: +5 Econ this turn, +4 Econ next
1/3 slots active, slots use goes away once its Econ bump goes away
Government: Hereditary Chieftains - Ritualized Trial of Combat
+1 Econ
+Minor bonuses to Martial GP generation
Economic Type: Local Gift-Exchange
Legitimacy: ?/3 Stability: ?/?
Centralization: ? [Tolerance ?:?]
Prestige: ?
Diplomacy
(Attitude / Contact Frequency)
Northern Farmers: WAR / Rare
Northern Hunters: Friendly / Occasional
Stats
Temp stats can at most double your pool.
Payment order: Apply stats that don't depend on thresholds, check thresholds, apply stats that do depend on thresholds, modify infrastructure, modify stat pools
Martial: 2
1 base
1 Legacy: Early Martial
Economy: 3
1 base
1 gov't
1 Tribute
-0 (Villages 0/2)
Villages: 0
Wealth: ?
Culture: ?
Techne: ?
Values, Statuses, Legacies
Honor: Glory in Destruction: What is best in life? To crush your enemies, and see them driven before you.
Pro: Moderate bonuses to all Martial Actions and Martial GP generation. Can utilize untargeted Raiding actions.
Con: Upon conflict loss, roll for additional Legitimacy loss.
Blood-Bond: Those who have fought together are joined as surely as brothers and sisters.
Pro: Any group you have fought on the same side receives long-lasting Diplomacy bonuses and an improved likelihood of accepting future cooperative offers.
Con: Any group you have fought *against* experiences long-lasting Diplomacy penalties.
Social:
Mystical:
Legacies Legacy: Early Martial
+1 Martial Pool, Martial Stat visible, +1 Honor Value Slot
AN:
My apologies for the delay here. A cold I thought I'd fought off has apparently decided it's time for Cold 2: Cold Colder and it's been wrecking my energy level.
[X] [New] They can leave, or they can die.
[X] [Act] Expand Fishing
[X] [Act] Train Hunters
Whatever we do, let's not take the isolationist stance as that will lead to us falling behind over time. Also, let's do some fishing. Now that these guys are here we should be able to develop boats quickly by copying them.
I don't really have a preference between double training or singular raiding paired with singular training. As long as we train in preparation of punch.
Oh boy, more people. Remember, our trait means that we have to think carefully about who to fight, because we're going to have a hell of a time going from war to peace.
And Jesus Christ, that's a serious improvement to agriculture. Unless we're already in an econ hole, Cultivation x2 just became our best econ option, as it creates a big surplus across multiple turns. Hunting is now for repairing negative econ, droughts, and increasing martial.
[X] [New] If they stay away from us, we'll stay away from them.
[X] [Act] Train Hunters x2
Voting for a neutral response while we sharpen our spears, spending time to learn more about our new neighbors. If one of them appears to be a threat, we boost raid them. If not, we boost hunt.
Adhoc vote count started by JamesShazbond on Mar 22, 2018 at 5:04 PM, finished with 1061 posts and 26 votes.