The Spirit of Civilization

[X] Plan second granary and Trade Expedition
-[X] Major Action: Build Granary (Huntcamp ): - 4 Building, +4 Food Cap, ??. Medium.
-[X] Minor Action: Create Huts: -1 Materials, +2 Building, Easy.
-[X] Minor Action: Trade Expedition (Forest-Folk): -1 Crafting, -1 Luxury, ??.
-[X] Minor Action: Trade Expedition (Swamp-Folk): -1 Crafting, -1 Luxury, ??.
-[X] Minor Action: Encourage Crafting: +1 Crafting, +1 Luxury, -2 Material. Medium.

More food is always good and our food supply moves toward the food cap so a second major granary will ensure our food supply
As this cost 4 building and we have 3 a Create Huts is done to get the needed Building
Finally a Forest-Folk trade expedition, we have good relations but infrequent contacts.
 
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[X] Plan Random
-[X] Moderate Action: Build Granary (Huntcamp): - 2 Building, +2 Food Cap, ??. Medium.
-[X] Moderate Action: Build Shrine (Pitside): -2 Building, -2 Luxury, +4 Culture, +2 Culture Cap, ??. Medium
-[X] Minor Action: Trade Expedition (Swamp-Folk): -1 Crafting, -1 Luxury, ??.
-[X] Minor Action: Trade Expedition (Forest-Folk): -1 Crafting, -1 Luxury, ??.
-[X] Minor Action: Create Huts: -1 Materials, +2 Building, Easy.
-[X] Minor Action: Encourage Crafting: +1 Crafting, +1 Luxury, -2 Material. Medium.
 
I remember QM saying that we can only build 1 major building at a time.
I meant named building.
@notbirdofprey we can only build 1 named building at a time right?

You could theoretically build as many named buildings as you have actions, but you can only build one granary, shrine, etc. per settlement. So you could build two shrines and a granary, but not two granaries and a shrine.
 
[X] Plan Random

I like the idea of building a shrine and improving relations with our neighbors
 
[] Plan Super Shrine
-[] Major Action: Build Shrine (Pitside): -2 Building, -2 Luxury, +4 Culture, +2 Culture Cap, ??. Medium
-[] Minor Action: Trade Expedition (Swamp-Folk): -1 Crafting, -1 Luxury, ??.
-[] Minor Action: Trade Expedition (Forest-Folk): -1 Crafting, -1 Luxury, ??.
-[] Minor Action: Create Huts: -1 Materials, +2 Building, Easy.
-[] Minor Action: Encourage Crafting: +1 Crafting, +1 Luxury, -2 Material. Medium.

Doing an adjusted plan to build the biggest shrine possible. Settlement slots are limited, don't think there would be a chance to upgrade them to be a major building, so.....

Edit: We need to change plans, we have insufficient building and luxuries for either plan......
for both we need 8 building, we have only 3, and to go max shrine, we are also short on luxuries, so neither would work well for us.
[X] Plan build prep.
-[X] Minor Action: Trade Expedition (Swamp-Folk): -1 Crafting, -1 Luxury, ??.
-[X]Moderate Action: Gather Supplies: +1 Material. Easy.
-[X] Minor Action: Create Huts: -1 Materials, +2 Building, Easy.
-[X] Moderate Action: Encourage Crafting: +1 Crafting, +1 Luxury, -2 Material. Medium.
We REALLY should not go in the red, especially not in two places at once
Edit 2: Upgrading actions double BOTH the costs and benefits!
Edit 3: @Random Member, plan random will put us in the red for both Luxuries and building, though my plan super shrine wasn't much better.....

Edit 4:.............
 
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The vote will be open for another day or so.
Adhoc vote count started by notbirdofprey on Jul 18, 2020 at 12:36 PM, finished with 16 posts and 8 votes.

  • [X] Plan second granary and Trade Expedition
    -[X] Major Action: Build Granary (Huntcamp ): - 4 Building, +4 Food Cap, ??. Medium.
    -[X] Minor Action: Create Huts: -1 Materials, +2 Building, Easy.
    -[X] Minor Action: Trade Expedition (Forest-Folk): -1 Crafting, -1 Luxury, ??.
    -[X] Minor Action: Trade Expedition (Swamp-Folk): -1 Crafting, -1 Luxury, ??.
    -[X] Minor Action: Encourage Crafting: +1 Crafting, +1 Luxury, -2 Material. Medium.
    [X] Plan Random
    -[X] Moderate Action: Build Granary (Huntcamp): - 2 Building, +2 Food Cap, ??. Medium.
    -[X] Moderate Action: Build Shrine (Pitside): -2 Building, -2 Luxury, +4 Culture, +2 Culture Cap, ??. Medium
    -[X] Minor Action: Trade Expedition (Swamp-Folk): -1 Crafting, -1 Luxury, ??.
    -[X] Minor Action: Trade Expedition (Forest-Folk): -1 Crafting, -1 Luxury, ??.
    -[X] Minor Action: Create Huts: -1 Materials, +2 Building, Easy.
    -[X] Minor Action: Encourage Crafting: +1 Crafting, +1 Luxury, -2 Material. Medium.
    [X] Plan build prep.
    -[X] Minor Action: Trade Expedition (Swamp-Folk): -1 Crafting, -1 Luxury, ??.
    -[X]Moderate Action: Gather Supplies: +1 Material. Easy.
    -[X] Minor Action: Create Huts: -1 Materials, +2 Building, Easy.
    -[X] Moderate Action: Encourage Crafting: +1 Crafting, +1 Luxury, -2 Material. Medium.
 
Edit 3: @Random Member, plan random will put us in the red for both Luxuries and building, though my plan super shrine wasn't much better.....
we have:
Food (8): 5
Building (4): 3
Crafting (3):2
Materials (4): 4
Luxuries (4): 4

Plan Random :
-[X] Moderate Action: Build Granary (Huntcamp): - 2 Building, +2 Food Cap, ??. Medium.
-[X] Moderate Action: Build Shrine (Pitside): -2 Building, -2 Luxury, +4 Culture, +2 Culture Cap, ??. Medium
-[X] Minor Action: Trade Expedition (Swamp-Folk): -1 Crafting, -1 Luxury, ??.
-[X] Minor Action: Trade Expedition (Forest-Folk): -1 Crafting, -1 Luxury, ??.
-[X] Minor Action: Create Huts: -1 Materials, +2 Building, Easy.
-[X] Minor Action: Encourage Crafting: +1 Crafting, +1 Luxury, -2 Material. Medium.

unless my math is of we stay out of the red
Building 3-2-2+2=1
Luxuries 4-2-1-1+1=1
Materials 4-1-2=1
Crafting 2-1-1+1=1
Food 5=5
 
Building 3-2-2+2=1
Luxuries 4-2-1-1+1=1
Materials 4-1-2=1
Crafting 2-1-1+1=1
Food 5=5
More accurately it would be
Building 3-4-4+2=-3
Luxuries 4-4-1-1+1=-1
Materials 4-1-2=1
Crafting 2-1-1+1=1
Food 5=5
Actions double both gains and costs, as I stated earlier.

Edit: Medium has double the costs and gains as the same minor, while major has double of both compared to the medium action.


Edit 2:...... :facepalm: :facepalm: :facepalm: :facepalm: :facepalm: :oops: :oops: :oops: :oops: :oops: :oops: :oops:
Completely misread, thought the minor was twice what it originally cost.......
[X] Plan Big Shrine
-[X] Major Action: Build Shrine (Pitside): -4 Building, -4 Luxury, +8 Culture, +4 Culture Cap, ??. Medium
-[X] Minor Action: Trade Expedition (Swamp-Folk): -1 Crafting, -1 Luxury, ??.
-[X] Minor Action: Gather Supplies: +1 Material. Easy.
-[X] Minor Action: Create Huts: -1 Materials, +2 Building, Easy.
-[X] Minor Action: Encourage Crafting: +1 Crafting, +1 Luxury, -2 Material. Medium.
In light of realizing my mistake here is my new plan.
 
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[X] Plan Big Shrine

Going for this as right now we have a higher food cap than food and also the major action into granary jumped our food cap by 4, moderate would not jump it as much. The same with the shrine any building we produce with an action gets a bigger boost to the cap increase the higher the action we pour in (so minor gives smallest cap increase and major gives largest) and since values trend towards the cap increasing our cap as much as possible

@Random Member I would drop one of the buildings in your plan to bump the other up to a major action. The buildings are currently are only reliable cap increases and a major action gives us a bigger cap increase a moderate and we can only do them once per settlement. My suggestion would be shrine as we are under the food cap currently.
 
Vote's closed, I will try to get something out tonight.
Adhoc vote count started by notbirdofprey on Jul 19, 2020 at 2:25 PM, finished with 20 posts and 9 votes.

  • [X] Plan second granary and Trade Expedition
    -[X] Major Action: Build Granary (Huntcamp ): - 4 Building, +4 Food Cap, ??. Medium.
    -[X] Minor Action: Create Huts: -1 Materials, +2 Building, Easy.
    -[X] Minor Action: Trade Expedition (Forest-Folk): -1 Crafting, -1 Luxury, ??.
    -[X] Minor Action: Trade Expedition (Swamp-Folk): -1 Crafting, -1 Luxury, ??.
    -[X] Minor Action: Encourage Crafting: +1 Crafting, +1 Luxury, -2 Material. Medium.
    [X] Plan Random
    -[X] Moderate Action: Build Granary (Huntcamp): - 2 Building, +2 Food Cap, ??. Medium.
    -[X] Moderate Action: Build Shrine (Pitside): -2 Building, -2 Luxury, +4 Culture, +2 Culture Cap, ??. Medium
    -[X] Minor Action: Trade Expedition (Swamp-Folk): -1 Crafting, -1 Luxury, ??.
    -[X] Minor Action: Trade Expedition (Forest-Folk): -1 Crafting, -1 Luxury, ??.
    -[X] Minor Action: Create Huts: -1 Materials, +2 Building, Easy.
    -[X] Minor Action: Encourage Crafting: +1 Crafting, +1 Luxury, -2 Material. Medium.
    -[X] Moderate Action: Build Granary (Huntcamp): - 2 Building, +2 Food Cap, ??. Medium.
    -[X] Moderate Action: Build Shrine (Pitside): -2 Building, -2 Luxury, +4 Culture, +2 Culture Cap, ??. Medium
    -[X] Minor Action: Trade Expedition (Swamp-Folk): -1 Crafting, -1 Luxury, ??.
    -[X] Minor Action: Trade Expedition (Forest-Folk): -1 Crafting, -1 Luxury, ??.
    -[X] Minor Action: Create Huts: -1 Materials, +2 Building, Easy.
    -[X] Minor Action: Encourage Crafting: +1 Crafting, +1 Luxury, -2 Material. Medium.
    [X] Plan Big Shrine
    -[X] Major Action: Build Shrine (Pitside): -4 Building, -4 Luxury, +8 Culture, +4 Culture Cap, ??. Medium
    -[X] Minor Action: Trade Expedition (Swamp-Folk): -1 Crafting, -1 Luxury, ??.
    -[X] Minor Action: Gather Supplies: +1 Material. Easy.
    -[X] Minor Action: Create Huts: -1 Materials, +2 Building, Easy.
    -[X] Minor Action: Encourage Crafting: +1 Crafting, +1 Luxury, -2 Material. Medium.
 
Turn 3 Year 5
A smaller granary is built in Huntcamp, built in the same style as the one in Pitside, although the construction of this one is far less fractious – it is built on the edge of the huts, far enough away that no fire will spread easily. It is only half the size of the original, and the ceiling is lower, but it is still an impressively larger building. However, while its completion is celebrated, it is overshadowed by the completion of the shrine to the spirits.
Standing half the height of a man, the shrine is made from a carefully stacked pile of rocks, peeled and smoothed branches pounded in the ground around them and then draped in colorful woven mats. On top are painstakingly smoothed pieces of greenstone and amber and whitestone. The top is slightly sloped so that things left on it will eventually slide into the Pit. A grand celebration is held once it is completed, the granary partly emptied, beer drunk by the pot. Quite a few end up sick from it, but less than before, as quite a few have found reliable ways to make it. The people of Huntcamp prove jealous of this celebration, and throw another, taking as an excuse the first successful crossing of the river without touching the water. A pair of young hunters had tied some fallen branches together until there were enough to keep them afloat, then used two more to push themselves across. It was slow, and hard enough that they chose to let the raft drift away rather than use it to cross back, but it was good. After all, the People couldn't let the River-Folk be better than them.

While trade continued the same as it always did with the River-Folk, bands were sent off with goods to the Forest-Folk, returning with amber and spirit-berries and various curiosities and strange plants with strange flavors. Another band went off to find the people of the swamp and see what they had to trade.

Meanwhile, more huts were built, although the People had begun to cease needing new ones as the rate of birth slowed slightly, and the size of huts increased. Families began staying together for longer, keeping their large huts in good condition instead of building and maintaining multiple smaller ones. The time saved was spent making tools and pots, and after the survivors of the swamp returned home, spears and axes honed to cut through the flesh of men and monsters alike.

Hella had been walking for what felt like days, or possibly years. Her feet ached more than they ever had before. She glanced to her left and right, where her cousins followed. They had been trying to find the swamp people, but it was hard. The Forest-Folk told you where to meet them, the River-Folk had their villages, but they had seen neither hide nor home of the ones who made their home here. Perhaps they had all left…perhaps they should turn back.

She was just about to tell her companions that when something leaped from a nearby tree and struck the man behind her. It was covered in brown striped skin, and three twisting horns rose up from its head. In its hands were long black knives that slashed through his skin. She clubbed it over the head with the base of her spear, knocking it off, and then she stabbed it through the throat. The monster was wearing a mask of some kind, hiding its face except for two dull black eyes. She crouched down to check on the man when a rock through the air above her, then a dozen swamp people charged them, hurling stones and waving spears.

Three of the People fled along with Hella, leaving behind the bodies of those they killed and the bodies of their friends. Hella was bleeding from several wounds, and the swamp people were behind them, two more of the masked, horned monsters leading them. She made her choice, commanded her companions to keep running, and then charged, calling upon the spirits for aid. Whether they answered her, no one alive today can say.

When the survivors reached Pitside, bare days after the completion of the shrine, the reaction was…significant. There would be war and fighting, to avenge the losses and protect the People from more such monsters. But the People, led by the elders and the spirit-talkers, decided that they would also…

[] invoke the spirits for war (-1 Stability, -1 Culture, +2 Martial, gain value)
[] call upon the other civilizations for aid (-1 Stability, -1 Diplomacy, +2 Martial, gain value)
[] unify themselves in preparation for war (+1 Stability)

Provinces (1): Pitside
Settlements (2): Pitside (Major Granary, Moderate Shrine), Huntcamp (Moderate Granary)

Food (10): 7
Building (4): 1
Crafting (4):1
Materials (5): 2
Luxuries (5): 2

Diplomacy (2): 1
Martial (2): 1
Culture (4): 2
Knowledge (1): 0

Legitimacy: 3
Stability: 4
Power: 6
Wealth (0): 0
Independence: 3
Hierarchy: 2
Prestige: 0

Early Ancient Tribal Council
Max Independence: 12
Min Independence: 2
Admin Strain Free Provinces: 2
Admin Strain Free Settlements: 3
Admin Penalties: Decrease Player Action Cap by 1 Major Action
Government Player Action Cap: 2 Major Actions + 2 Moderate Actions
Ruler Actions: 1 Moderate Action
Government Province Actions: 1 Moderate Action
Passive Policies: 1 per Province
Subordinates: 1
Special: Wealth Cap can never be more than 5
Special: Excess Wealth will be converted to Luxury
Special: Independence will trend towards the max value each turn it is not changed by an event until it reaches ¾ of the max.

Early Ancient Informal Barter Economy
Temp Econ Damage: Event, 0
Wealth Generation: 0
Passive Policies: 0
Additional Actions: None
Special: N/A

Diplomacy
River-Folk – Friendly, Friendly, Infrequent
Forest-Folk – Good, Friendly, Uncommon
Swamp-Folk – Hostile, Probably Hostile, Very Rare


Subordinates
N/A

Values & Legacies
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 innovations.
Megaprojects
N/A

Factions
N/A
N/A


Technologies
Agriculture
Hunting
Ambush Hunting
Prey Driving
Perseverance Hunting
Gathering
Fishing
Net Fishing
Fire
Materials
Bone
Stone
Wood
Clay
Reeds
Tools
Spears
Axes
Knives
Scrapers
Digging Sticks
Sickles
Slings
Pestles and Mortars
Bags and Packs
Crafting
Earthenware Pottery
Basketmaking
Weaving
Construction
Mud Bricks
Hide Tents
Frame Roofs
Food
Beer
Porridge
Food Preservation
Primitive Food Storage
Primitive Meat Smoking
Gambling
Numbers
Zero
Administration
Tally Marks
Clay Tablets
Diplomacy
Gifts
Negotiations
Trade
Leadership
Elders
Meetings
Arts
Vocal Storytelling
Pottery
Decorative Weaving
Economy
Bargaining
Religion
Spirits
Priests
Sacrifice
Prayer
Oral Traditions
Shrines
Weapons
Spears
Slings
Thrown Spears
Axes
Knives
Clubs
Wrestling
Theory
Raiding
Ambushing
Organization
Hunting Bands
Natural Phenomena
Magical Vapors
Creatures
Stonespitters
Traditions
Sprit-Talking

Trade and Goods
River-Folk
Greenstone – Receiving, Dominant, Luxury
Whitestone – Giving, Dominant, Luxury
Pelts – Giving, Dominant, Luxury
Weavings – Giving, Significant, Luxury
Amber – Giving, Dominant, Luxury
Total: +4 Luxury, +3 Luxury Cap

Forest-Folk
Spirit Berries – Receiving, Dominant, Material
Amber – Receiving, Dominant, Luxury
Weavings – Giving, Dominant, Luxury
Greenstone – Giving, Dominant, Luxury

Total: -1 Luxury, +1 Material Cap

Wood
Hides
Bones
Stone
Flint
Meat
Grain
Berries
Greenstone
Whitestone
Powderstone (chalk)
Dirtstone (clay)
Amber
Spirit-Berries
 
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