The Spirit of Civilization

I'm still not solid on how the mechanics work. I am going to assume we can take actions more than once.

We have 1 Major and 1 Medium action for 6 Minor actions, so we should take 6 actions this turn.

[ ] Protoplan
-[ ] Expand Fields: +1 Food, -1 Building, Easy
-[ ] Make Offering to Spirits (Food): -1 Food, +1 Culture, ?? Medium
-[ ] Make Offering to Spirits (Luxuries): -1 Luxuries, +1 Culture, ?? Medium
-[ ] Make Offering to Spirits (Luxuries): -1 Luxuries, +1 Culture, ?? Medium
-[ ] Craft More Tools: -1 Materials, +1 Crafting, Easy,
-[ ] Tell Stories: +1 Culture, Medium

Assuming that Hero actions are Minor actions, we have:

Food (1): 1 + 1 (Protoplan Expand Fields) - 1 (Protoplan Make Offering to Spirits) = 1
Building (1): 1 - 1 (Protoplan Expand Fields) = 0
Crafting (1):1 - 1 (Calling Pursuing an Idea) = 0 + 1 (Protoplan Craft More Tools) = 1
Materials (1): 2 - 1 (Calling Pursuing an Idea) = 1 - 1 (Protoplan Craft More Tools) = 0
Luxuries (1): 2 - 2 (Protoplan Make Offering to Spirits) = 0
 
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Hero actions are Medium but do not have costs, you don't have to worry about that. If you do two minor versions of the same action, I will just turn it into a Medium action. And you forgot the Policy. Other than that, it looks good.
 
Hero actions are Medium but do not have costs, you don't have to worry about that. If you do two minor versions of the same action, I will just turn it into a Medium action. And you forgot the Policy. Other than that, it looks good.

Ah, so minor actions can be scaled up if we throw larger actions in them, but we can't do something like 3x Expand Fields because it doesn't fit one of the predefined action sizes?
 
[X] Plan Developing Culture
-[X] Policy: Seek Knowledge
-[X] Expand Fields: +1 Food, -1 Building, Easy
-[X] Build New Tents: -1 Materials, +1 Building, Easy
-[X] Make Offering to Spirits (Food): -1 Food, +1 Culture, ?? Medium
-[X] 2x Make Offering to Spirits (Luxuries): -1 Luxuries, +1 Culture, ?? Medium
-[X] Tell Stories: +1 Culture, Medium

Seek Knowledge is obvious if we want to focus on tech/magic development, get the government to throw some resources in that direction.

This plus our hero means we don't have to immediately sink actions into tech ourselves. Having a healthy food supply is always a necessity, so Expand Fields and Build New Tents so we can keep expanding those fields until we reach a reliable amount of food production for our hopefully expanding population.

Offerings to the Spirits lets us get started on the other main source of investigation, and I have a feeling more culture is going to be handy once we unlock things to do with it.
 
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[X] Plan Developing Culture
-[X] Policy: Seek Knowledge
-[X] Expand Fields: +1 Food, -1 Building, Easy
-[X] Build New Tents: -1 Materials, +1 Building, Easy
-[X] Make Offering to Spirits (Food): -1 Food, +1 Culture, ?? Medium
-[X] 2x Make Offering to Spirits (Luxuries): -1 Luxuries, +1 Culture, ?? Medium
-[X] Tell Stories: +1 Culture, Medium

Seek Knowledge is obvious if we want to focus on tech/magic development, get the government to throw some resources in that direction.

This plus our hero means we don't have to immediately sink actions into tech ourselves. Having a healthy food supply is always a necessity, so Expand Fields and Build New Tents so we can keep expanding those fields until we reach a reliable amount of food production for our hopefully expanding population.

Offerings to the Spirits lets us get started on the other main source of investigation, and I have a feeling more culture is going to be handy once we unlock things to do with it.
Went over plan economics, it checks out. I'm a bit worried this plan leaves us at dangerously low reserves food reserves, but then again the budget is so tight there wasn't much else we could do.

As it is, though my preference would be to go full agricultire at first, it has my vote because there is no way to gather Materials right now, and we need those to pay for tents to pay for fields.

[X] Plan Developing Culture
 
So it turns out I accidentally forgot to list that action...it's added in now.
In light of this new information, I'd like to propose an agriculture-based plan:

[X] Plan Stock Up
- [X] Policy: Seek Knowledge
- [X] Expand Fields: +1 Food, -1 Building, Easy x2
- [X] Build New Tents: -1 Materials, +1 Building, Easy x2
- [X] Gather Supplies: +1 Materials x2

I picked Seek Knowledge as Policy over Gather Food because I deemed two food actions enough for now - and new techs can only help action economy - but I could be convinced otherwise. Should break down to 3 medium actions, so I think it checks out. Is this correct, @notbirdofprey ?

Also, minor quibble, could we get different terms for "medium" the action difficulty and "medium" the action size? It's silly of me, but that's kinda freaking me out.
 
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[X] Plan Seeking Knowledge
-[X] Policy: Seek Knowledge
-[X] Expand Fields: +1 Food, -1 Building, Easy
-[X] Gather Supplies: +1 Materials
-[X] Pursue an Idea (Stronger Tools): -1 Materials, -1 Crafting, + 1 Knowledge, ??, Hard x2
-[X] Craft More Tools: -1 Materials, +1 Crafting, Easy,
-[X] Tell Stories: +1 Culture, Medium

With the resources we have now i think this is the best idea, it combines more food and culture with a focus on better tools.
 
I am going to keep the vote open for another two hours, but I will tell you that your heroes got some very interesting roles. I also wrote up a slightly more detailed explanation of how you are set up:

The village of Pitside is little more than a cluster of tents built a few dozen feet away from the edge of the gaping maw of the earth, just far enough away to require deliberate action to inhale the potent and potentially flesh-warping vapors that issued forth. In the tents were piles of grain and berries and racks of meat, carefully watched by children to keep away bugs and beasts. Outside them were a haphazard array of fields, furrowed with digging sticks, planted with handfuls of thrown grain, and harvested with crude sickles.

Scattered outside the settlement were copses of trees and bushes. People regularly traveled to them to gather sticks and berries for tools and meals, and they hunted the beasts of the plains when they could. But the true source of meat for the People was the small camp several miles away, at the edge of the Great Forest. There would be a dozen people there at any one time, a couple tending the fire and watching the meat and making new spears, a couple hunting, and some more returning to Pitside with their kills.
Adhoc vote count started by notbirdofprey on Jul 3, 2020 at 11:34 AM, finished with 21 posts and 6 votes.

  • [X] Plan Stock Up
    - [X] Policy: Seek Knowledge
    - [X] Expand Fields: +1 Food, -1 Building, Easy x2
    - [X] Build New Tents: -1 Materials, +1 Building, Easy x2
    - [X] Gather Supplies: +1 Materials x2
    [X] Plan Seeking Knowledge
    -[X] Policy: Seek Knowledge
    -[X] Expand Fields: +1 Food, -1 Building, Easy
    -[X] Gather Supplies: +1 Materials
    -[X] Pursue an Idea (Stronger Tools): -1 Materials, -1 Crafting, + 1 Knowledge, ??, Hard x2
    -[X] Craft More Tools: -1 Materials, +1 Crafting, Easy,
    -[X] Tell Stories: +1 Culture, Medium
 
Hej, This looks very interesting. I'm still not sure of the mechanics, but somebody is seemingly taking care of that.
I'm all for increasing culture, magic and tech level, but I'd go with the conservative, safe plan for now in case something happens or other people arrive.

[X] Plan Stock Up
 
Finally getting in on ground floor with a quest!

[X] Plan Seeking Knowledge

While it's a good idea to stock up, I want to make good use Calling while he can help us learn new things. I'm guessing we'll only have him for 3 or possibly 4 turns, considering the 20 year long turn length.
 
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