The People are ancient. Legend says that they were there when the sun first rose to warm the lands and when the first beasts ran down from the peaks to the great waters to the east, but there have been none who remember those days for many generations. The People roam the…
[] [ORIGIN] high hills, where goats roam and the plants are as harsh as the weather (gain a toughness-related Value)
[] [ORIGIN] plains, where game is plentiful but must be run down over days (gain a perseverance related Value)
[] [ORIGIN] woods, where there are predators and prey in abundance and potential threats can be anywhere (gain an awareness-related Value)
[] [ORIGIN] swamps, where there are many types of strange plants which can be a boon to those who eat them if they have the courage (gain a curiosity-related Value)
…between the high mountains to the west and the water to the east, following the game and gathering berries and roots to fill their bellies. Thus it has always been, and thus it will always be, the elders say. And yet as time goes on, the People find some of the plants grow again and again every year. They make sure to always stop by these places when they journey, for there are always plants to gather. Gradually they cease moving and settle.
The first settlement of the People is built by a…
[] [FIRST] rushing river, pitching tents by the banks and fishing in it as often as they hunted (gain a water-related tech, gain fish as a natural resource)
[] [FIRST] large hill, with many stones growing from its slopes that the People used for tools (gain a stone- related natural resource, gain a tool-related tech)
[] [FIRST] deep pit, where sounds and smells issued forth that gave strange boons and banes both (gain a magic-related tech)
...and from there they live for many generations in peace, tending to their growing fields and building larger tents. Some among them still go hunting for meat and skins and bones, while others canvass the woods for stone and sticks and berries. They know harmony, even if some of the young and hot-blooded fight and wrestle more than is wise, the elders keep them in line. They know sorrow and joy, lose sons and daughters and give birth to new ones, they sing and dance. They know seasons of plenty and seasons of hunger. Slowly their numbers grow, and they plant new fields and raise new tents. They learn to attach knapped stones and carved bones to sticks to make better tools. Thus it has always been and thus it will always be.
But in time, there was one of the People who was different than the others. He was born spirit-touched, with hair like none any among the people had seen, seeming to glow with the light of the moon or the sun depending upon the hour. All knew he would be marked for greatness, but none knew just how great he would be. His parents named him Calling, for surely the spirits would give him a special one soon, but it did not appear for many years. As a child, everything he turned his hand to went well. The field he tended by his parents grew strong and full. The hunts he attended with his cousin always found plentiful game. The tools he made with his sisters were strong and sharp. But there was one thing he truly excelled at above all else, that which would be his calling…
[] [HERO] wrestling with the other youths
[] [HERO] telling stories
[] [HERO] convincing others to join his games
[] [HERO] organizing others for large hunts
[] [HERO] making clever tools
…and many among the People sought his aid and began to follow his suggestions despite his youth. Meanwhile, the People found themselves encountering a problem. For the first time in living memory, there were others not of the People who were nearby. Hunters had seen them walking in the places they went only rarely, for it was many days walk and there were beasts to hunt closer. They did not know how many of these strange people were, nor what they wanted. All they knew is what they looked like: they had the same shape as the People, but with lighter skin and darker eyes.
Only the very oldest of the People had any knowledge of such things. Fir the Ancient spoke of a tale his grandfather had told him, who had heard it in turn from his grandmother.
"Once, a band of the People found three others, not of the People, but more than beasts. One band gave them gifts, fine stones that they had never seen, green stones that glistened and were harder than any flint. One offered them meat and hides for those green stones and left when refused. One chased them with spears and stole the stones." The People wondered what these would do. Many suggestions were made to the correct course of action, and arguments broke out.
Some wanted to gather all who could hold a spear to raid them, others wanted to send the elders with gifts, others wished to pull back the hunters to guard their homes, and still others thought these strange people would leave. And no matter what, the ordinary business of the People needed to be completed. Tools needed to be made, children minded, fields sown and harvested, beasts hunted and skinned, homes repaired…in the end, the Elders managed to convince people to…
[] [NEW] Raid the newcomers.
[] [NEW] Send gifts to the newcomers.
[] [NEW] Meet the newcomers with the intention to trade.
[] [NEW] Meet the newcomers with the intent to tell them to leave.
Other tasks would be done of course, and the People would survive, but those were matters of lesser import that could be handled later.
The stats and actions of your civilization are heavily dependent on what type of government and society your people have, as well as it's overall size.
Food stability – how much food can be gathered and stored. Has a cap based off population and tech, can be increased by actions.
Population Size – a measure of how many people you have, limiter on actions. Reduces food stability by half its number each turn, rounded up.
Crafting Capacity – how much can be crafted. Can be spent by actions.
Gathering Capacity – how many raw materials can be gathered. Can be spent by actions.
Building Capacity – how many buildings can be created and maintained. Can be spent by actions.
Luxury – decays based off the amount of population, can be spent for trade or actions. Having 0 luxury causes a mood penalty.
Mood – the general mood of the people. Having it go below 0 has serious problems and leads to instability.
Obedience – how inclined the settlements are to listen to the council. Each settlement has its own obedience stat, modified by tech, values, distance, and actions. Settlement cannot have more actions than it's obedience value.
Prestige – represents how well-known and respected your people are.
Tech, values, and buildings tend to provide narrative bonuses.
Actions:
You have a number of actions based on your total population, plus one action per settlement. If there are excess actions because of the obedience cap, settlements will take them independently (you have 3 actions and 1 settlement with 1 obedience, the settlement will do 2 actions in addition to the one players tell it too).
Trade works like this:
Each polity you trade with is listed separately, then the principal goods you trade with them and they with you. If they are giving you something, it is listed as Receiving, otherwise it is listed as Giving. Goods are also noted on how much dominance in the market you have, with a scale going from Dominant to Minimal, and the type. Different types of goods have different effects. The total stat change from trading with another polity is listed at the bottom of the goods you trade
Food Stability: 7 (10, -3)
Population: 5
Crafting Capacity: 3
Gathering Capacity: 4
Building Capacity: 3
Luxury: 4 (-3 from pop, -3 from trade, +6 from trade)
Mood: 4
Prestige: 1
Pitside (Granary, Shrine to the Spirits, Spirit Pit, Mud Brick Shelters, Fields. Obedience of 4.)
Huntcamp (Granary, Mud Brick Shelters, Fields. Obedience of 3.)
Incautious Curiosity: There are always some who prefer to find what something does by sticking it in their mouths. Such courage can be laudable. Potentially dangerous, but laudable. Pros: Increased chance of successful innovation. Cons: increased risk from successful innovation.
Agriculture Hunting
Ambush Hunting
Prey Driving
Perseverance Hunting Gathering Fire Materials
Bone
Stone
Wood Tools
Spears
Axes
Knives
Scrapers
Digging Sticks
Sickles
Slings
[X] [ORIGIN] swamps, where there are many types of strange plants which can be a boon to those who eat them if they have the courage (gain a curiosity-related Value)
[X] [FIRST] deep pit, where sounds and smells issued forth that gave strange boons and banes both (gain a magic-related tech)
[X] [HERO] making clever tools
[X] [NEW] Meet the newcomers with the intention to trade.
[X] [ORIGIN] swamps, where there are many types of strange plants which can be a boon to those who eat them if they have the courage (gain a curiosity-related Value)
[X] [FIRST] large hill, with many stones growing from its slopes that the People used for tools (gain a stone- related natural resource, gain a tool-related tech)
[X] [HERO] making clever tools
[X] [NEW] Meet the newcomers with the intention to trade.
[X] [ORIGIN] high hills, where goats roam and the plants are as harsh as the weather (gain a toughness-related Value)
[X] [FIRST] large hill, with many stones growing from its slopes that the People used for tools (gain a stone- related natural resource, gain a tool-related tech)
[X] [HERO] convincing others to join his games
[X] [NEW] Meet the newcomers with the intention to trade.
[X] [ORIGIN] swamps, where there are many types of strange plants which can be a boon to those who eat them if they have the courage (gain a curiosity-related Value)
Never done a swamp civ before.
[X] [FIRST] rushing river, pitching tents by the banks and fishing in it as often as they hunted (gain a water-related tech, gain fish as a natural resource)
[] [HERO] wrestling with the other youths
[] [HERO] telling stories
[] [HERO] convincing others to join his games
[] [HERO] organizing others for large hunts
[] [HERO] making clever tools
[X] [ORIGIN] swamps, where there are many types of strange plants which can be a boon to those who eat them if they have the courage (gain a curiosity-related Value)
[X] [FIRST] deep pit, where sounds and smells issued forth that gave strange boons and banes both (gain a magic-related tech)
[X] [HERO] making clever tools
[X] [NEW] Meet the newcomers with the intention to trade.
[X] [ORIGIN] swamps, where there are many types of strange plants which can be a boon to those who eat them if they have the courage (gain a curiosity-related Value)
[X] [FIRST] deep pit, where sounds and smells issued forth that gave strange boons and banes both (gain a magic-related tech)
[X] [HERO] making clever tools
[X] [NEW] Meet the newcomers with the intention to trade.
[X] [ORIGIN] swamps, where there are many types of strange plants which can be a boon to those who eat them if they have the courage (gain a curiosity-related Value)
[X] [FIRST] deep pit, where sounds and smells issued forth that gave strange boons and banes both (gain a magic-related tech)
[X] [HERO] telling stories
[X] [NEW] Meet the newcomers with the intention to trade.
for som reason I imagine the hero Telling stories about things they saw or scary stories of the swamp near the pit to the kids or those who wonder near by
New Quest, many options, great potential! I wonder, where will this take us?
[X] [ORIGIN] woods, where there are predators and prey in abundance and potential threats can be anywhere (gain an awareness-related Value)
[X] [FIRST] large hill, with many stones growing from its slopes that the People used for tools (gain a stone- related natural resource, gain a tool-related tech)
[X] [HERO] making clever tools
[X] [NEW] Meet the newcomers with the intention to trade.
[X] [ORIGIN] swamps, where there are many types of strange plants which can be a boon to those who eat them if they have the courage (gain a curiosity-related Value)
[X] [FIRST] deep pit, where sounds and smells issued forth that gave strange boons and banes both (gain a magic-related tech)
[X] [HERO] telling stories
[X] [NEW] Meet the newcomers with the intention to trade.
[X] [ORIGIN] woods, where there are predators and prey in abundance and potential threats can be anywhere (gain an awareness-related Value)
[X] [FIRST] large hill, with many stones growing from its slopes that the People used for tools (gain a stone- related natural resource, gain a tool-related tech)
[X] [HERO] making clever tools
[X] [NEW] Meet the newcomers with the intention to trade.
[X] [ORIGIN] swamps, where there are many types of strange plants which can be a boon to those who eat them if they have the courage (gain a curiosity-related Value)
[X] [FIRST] deep pit, where sounds and smells issued forth that gave strange boons and banes both (gain a magic-related tech)
[X] [HERO] telling stories
[X] [NEW] Meet the newcomers with the intention to trade.
[X] [ORIGIN] swamps, where there are many types of strange plants which can be a boon to those who eat them if they have the courage (gain a curiosity-related Value)
[X] [FIRST] deep pit, where sounds and smells issued forth that gave strange boons and banes both (gain a magic-related tech)
[X] [HERO] telling stories
[X] [NEW] Meet the newcomers with the intention to trade.
[X] [ORIGIN] swamps, where there are many types of strange plants which can be a boon to those who eat them if they have the courage (gain a curiosity-related Value)
[X] [FIRST] deep pit, where sounds and smells issued forth that gave strange boons and banes both (gain a magic-related tech)
[X] [HERO] organizing others for large hunts
[X] [NEW] Meet the newcomers with the intention to trade.
There are two key parts of innovation, curiosity and groups of specialists, so I really want that curiosity value.
[X] [ORIGIN] woods, where there are predators and prey in abundance and potential threats can be anywhere (gain an awareness-related Value)
[X] [FIRST] rushing river, pitching tents by the banks and fishing in it as often as they hunted (gain a water-related tech, gain fish as a natural resource)
[X] [HERO] telling stories
[X] [NEW] Meet the newcomers with the intention to trade.
Adhoc vote count started by notbirdofprey on Jul 1, 2020 at 9:06 PM, finished with 17 posts and 14 votes.
[X] [ORIGIN] swamps, where there are many types of strange plants which can be a boon to those who eat them if they have the courage (gain a curiosity-related Value)
[X] [FIRST] large hill, with many stones growing from its slopes that the People used for tools (gain a stone- related natural resource, gain a tool-related tech)
[X] [FIRST] rushing river, pitching tents by the banks and fishing in it as often as they hunted (gain a water-related tech, gain fish as a natural resource)
[X] [ORIGIN] swamps, where there are many types of strange plants which can be a boon to those who eat them if they have the courage (gain a curiosity-related Value)
[X] [FIRST] deep pit, where sounds and smells issued forth that gave strange boons and banes both (gain a magic-related tech)
[X] [HERO] making clever tools
[X] [NEW] Meet the newcomers with the intention to trade.
Edit: oh, sorry. Vote closed yesterday.
Edit of the edit: reinstating my vote. Go bandwagon!
Stuff has come up and I will update in the morning. The vote is reopened until 10 Am EST. Feel free to vote @Lab_Accident
And I have finally gotten to start working properly.
Adhoc vote count started by notbirdofprey on Jul 1, 2020 at 11:59 PM, finished with 19 posts and 14 votes.
[X] [ORIGIN] swamps, where there are many types of strange plants which can be a boon to those who eat them if they have the courage (gain a curiosity-related Value)
[X] [FIRST] large hill, with many stones growing from its slopes that the People used for tools (gain a stone- related natural resource, gain a tool-related tech)
[X] [FIRST] rushing river, pitching tents by the banks and fishing in it as often as they hunted (gain a water-related tech, gain fish as a natural resource)
When the People lived in the swamps, they had found many strange and peculiar plants, and wherever they wandered the plants changed. Some had strongly beneficial effects, making those who chewed them stronger and smarter or giving strange abilities – supposedly, there had been one sprig that made those who ate it breathe fire for a night and a day. Some had made those who ate them sick, of course, but many of the People learned a reckless sort of curiosity that stayed with them as they left the swamps to settle by the Great Pit.
Value Gained!
Incautious Curiosity: There are always some who prefer to find what something does by sticking it in their mouths. Such courage can be laudable. Potentially dangerous, but laudable.
Pros: Increased chance of successful innovations.
Cons: increased risk from innovation attempts.
It was said that it had been made by a spirit, that is was a prison for spirits, that spirits slept there, but the only thing that was certain was that once every few days, strange gasses would rise up from the pit. Inhaling them was like chewing the plants that supposedly lived in the Great Swamp (although none had seen them for many years) in that it could give great gifts or inflict horrid curses, and there had been many who sought to find some sort of pattern in what sort of gas gave what sort of boon. None had found a pattern, but as young Calling grew and the People found him to possess a sharp and cunning mind, many found hope that he might be the one to discover the pattern if it existed. And for a time, Calling did give much attention to the way the gasses rose, but he found nothing, and his attention was soon drawn away by another mystery.
Many were the beasts of the lands, sharp-nosed wolves and great bounding deer, mighty lions and cunning jackals, and the rare and short-tempered great bear that lived in the forests to the south, and the mighty and lethal snakes that lived in the swamp to the north. But strangest of all were the Stonespitters, which roamed the plains the People lived on in small bands.
Squat, four-legged creatures with soft scaled hides, their heads were oddly shaped. They had two mouths, one normal with small but razor-sharp teeth and one round above the first from which is shot fist-sized stones. These were what Calling sought to understand, watching them shoot stones and cutting open their corpses when he could find them. It was from these he found inspiration, and made the first sling from vines and scraps of skin, which let hunters throw stones harder and faster and with better accuracy than ever before. He taught his sisters to make them, and his friends among the tribe, and soon every hunter had one to use together with their spears.
Jesper was weary. For many turnings of the sun, he and his kin had fled from the Mountain Beasts, never feeling far enough for them to stop for more than a turning or two. The old and young among them had died or been left behind, but still, they fled, the sheer terror of the Beasts driving them ever onward. And now there were strangers coming to them, many strangers coming with sharp stone spears. "Perhaps they are just a hunting party, they have many beasts with them," Sena suggested.
Jesper leaned forwards, shading his eyes. His sister's had always been keener, finding tracks, finding pools, she was always finding things. And once more, she had found something that might just be their salvation.
Calling had chosen to go with the trading parry, more out of curiosity than anything else, but none had gainsaid him. They set a steady pace, hoping to meet the Strange Ones well away from the rest of the People so that if things went wrong there would be time to prepare. It was exhausting for him and for several others, for they had all been up late preparing goods to trade. The fruits of that rested in their arms or hung from poles – four deer, a dozen slings, new spears and axes and a couple pretty rocks.
They halted a few feet away from the Strange Ones. Calling looked at them and found them a sad and sorry lot, thin and dirty and some were barely standing. They had nothing with them but a few spears that looked no different from the ones any of the People could make. An awkward conversation ensued, for neither understood the other, but one deer was butchered and shared among them as they laid out everything they brought with them, both sides making heaps of their worldly goods.
Finally Calling saw something worth trading for: three heavy bright green stones. He picked them out and offered first two spears, but was turned down. He added a sling, showing them how it worked, and though their apparent leader was interested, his…sister or daughter, Calling did not know which…shook her head stubbornly. He added another sling, then one of the deer. She nodded, and he took the stones, weighing them in his hands, testing his knife on one. A tiny fragment of the green chipped off, while his knife nearly broke in half.
-1 Crafting, -1 Food, +1 Luxury
Several more such trades were made among the two bands, and a slow understanding of both languages spread among them. From the sister Calling learned their story. "Demons rule the high peaks, demons with mighty magic and spirits bound to their will and axes taller than a man. They killed us and ate us and stole all we had. And so we fled, and kept fleeing, far enough that we need fear them not."
She glanced at one among her band, who was learning to use a sling. "Let the demons come, their magic will do them no good when they get a rock to their face," she said, and Calling found himself moved. And so where one band left, two returned, and Jesper and Sena and those who followed them raised tents with the People and shared bread and meat with them. The green stones found a place of honor in the tents of Calling and those who had accompanied them, slowly and carefully being carved. It was painstaking work, for knives must be broken to make a little chip in the green stone. Calling sought better tools to work the green stone with, while Sena soothed the tempers of both bands, for in some places there was tension – her people did not know of fields, and sometimes carelessly trampled them, while some of Calling's thought the newcomers cowards. Their popularity was such that the elders granted them the aid in both tasks they asked for.
+1 Crafting, +1 Food, +1 Materials
And so the days of the People changed little. Where once they hunted only with spears, now they used slings, striking prey from hiding spots in the bushes with well-aimed stones and driving them into waiting friends with noise and spears. They still farmed the same as ever, they were still led by the eldest among them, who cajoled and persuaded others among them, they still simply traded goods among themselves. The stories of Sena's People joined their stories, but there was much that they shared, even if Sena's people thought the People to be too reckless. Life went on as it always did and always will.
But the time eventually came for the Elders, now joined by Jesper, although some resented his presence and others resented that he just did what Sena told him, to decide what the People would do now.
Do to the size and sophistication of the civilization and the type of government, you have 1 Medium Ruler Action and 1 Major Ruler Action, which means you get to decide those two actions and the government will persuade people to do them. Since there are no factions with more power than your government and Stability and Legitimacy are both positive, that's going to happen automatically, and all that's left is how well things actually go. Major actions can become two medium actions, medium actions can become two minor actions.
Your heroes will do their own things – Calling will Pursue an Idea, Sena will Ease Integration, and so will the government, but you can influence that by setting a policy. The listed actions are all minor actions. The numbers are per year, with turns lasting twenty years, unless otherwise noted. It's unlucky you will make it all the way through a turn without some sort of situation developing. Double all costs and impacts if they are made Medium, double them again if they are made Major unless otherwise noted.
Actions (1 Medium and 1 Major):
Expand Fields: +1 Food, -1 Building, Easy
Make Offerings to Spirits (Food): -1 Food, +1 Culture, ?? Medium
Make Offering to Spirits (Luxuries): -1 Luxuries, +1 Culture, ?? Medium
Tell Stories: +1 Culture, Medium
Build New Tents: -1 Materials, +1 Building, Easy
Craft More Tools: -1 Materials, +1 Crafting, Easy,
Pursue an Idea (Stronger Tools): -1 Materials, -1 Crafting, + 1 Knowledge, ??, Hard
Ease Integration: --Chance of Integration Problems, Medium
Gather Supplies: +1 Materials
Early Ancient Informal Tribal Council
Max Independence: 10
Min Independence: 0
Admin Strain Free Provinces: 1
Admin Strain Free Settlements: 1
Admin Penalties: Decrease Max Independence by 10
Government Player Action Cap: 2 Major Actions
Ruler Actions: 1 Medium Action
Government Province Actions: 1 Medium Action
Passive Policies: 1 per Province
Subordinates: 0
Special: N/A
Incautious Curiosity: There are always some who prefer to find what something does by sticking it in their mouths. Such courage can be laudable. Potentially dangerous, but laudable. Pros: Increased chance of successful innovation. Cons: increased risk from successful innovation.
Megaprojects
N/A
Factions
N/A
N/A
Technologies
Agriculture Hunting
Ambush Hunting
Prey Driving
Perseverance Hunting Gathering Fire Materials
Bone
Stone
Wood Tools
Spears
Axes
Knives
Scrapers
Digging Sticks
Sickles
Slings
Looks like the main restriction is materials on our actions there are no ways to get more, the hero is going to use one leaving one for us to use.
if we turn all actions into minor ones we have 6 but will have trouble getting the needed resources.
The government and one of our heroes is doing ease integration so we should focus elsewhere.
initial plan: Pursue an Idea (Stronger Tools): -1 Materials, -1 Crafting, + 1 Knowledge, ??, Hard
I always liked to do research in civ quests. Make Offering to Spirits (Luxuries): -1 Luxuries, +1 Culture, ?? Medium
Lets find out what offerings to the spirits do, i like to keep a reserve of food so giving them luxuries. Expand Fields: +1 Food, -1 Building, Easy
More food is always good. Tell Stories: +1 Culture, Medium
does not cost anything spend the rest of the actions.
Expansion of food and housing seems like a good way to start things off.
Expand Fields: +1 Food, -1 Building, Easy
Build New Tents: -1 Materials, +1 Building, Easy
Tell Stories: +1 Culture, Medium