South Pole Cradle

Hazo (Turn 8)
- Demographic Point into Migration to Region 24 (Astinanana)
- Demographic Point into Survival in Region 22
- Cultural Point into Comity to improve Conformity
- Cultural Point randomly used/lost
- Military Point on defending

(Ignore orders for whatever point the Happatara influenced)

Narrative Orders: The Voalohany elders and the Mpik-Hazak end the raids against the Happatara, too many young men have died in the conflict and the Happatara merchants have learnt their lesson. The ending of the raids causes a population boom as there are more men to have children. Meanwhile, some tribes begin migrating south to search for less crowded hunting grounds in an area that was named by Hazo pioneers as Astinanana.

The Mpik-Hazak, under the direction of the Voalohany, begin a proselyting campaign among the Hazo to ensure that all tribes follow the will of the Voalohany elders and the Mpik-Hazak. The Hazo religion becomes more complicated and formalised, the Hazo of this period worship spirits of nature that are either good spirits (Tsara) or evil spirits (Ratsy). Actions taken by people either strengthen the Tsara, leading to good things happening, or the Ratsy, leading to bad things happening. This is used as a form of social control by the Voalohany elders and the Mpik-Hazak, as they can declare actions that strengthen and maintain their power as beneficial to the Tsara and things that aren't beneficial to them as beneficial to the Ratsy and therefore dangerous.
 
Dedicate 1 point to economics

1. migrate 1 pop from Mona Yo Hu to Chorokpan
2. Use Comity to attempt to improve conformity
3. Use comity to attempt to improve conformity

Rest of the points randomly used.
 
Ankarne
Undifferentiated point -> demographic point
- 3DP to grazing in (27) Chorokpah - with their booming numbers of livestock, more and more Ankarne join the wandering life to find more suitable grazing lands for their animals.
 
2) cultural point: intellectualism to develop intellectualism
3) cultural point: intellectualism to develop intellectualism
4) cultural point: intellectualism to develop intellectualism
5) cultural point: intellectualism to develop intellectualism
@Immaculate - Love your idea, and I think it makes sense from the efficiency perspective. However, in order to make the game more realistic and not allow lucky players to jump straight from Paleolithic into the Mid-Bronze age in one turn, I'll put the following cap on intellectualism:
  • any Civilization Package parameter can be improved only by 1 point per turn.
This means that you can still do 4 intellectualism actions on the same parameter to be almost sure that it gets improved. But you can't move with an unrealistic speed.
 
Thanks. Fixed.
 
Nekenee Orders:
Use Survivalism to settle in region 14
Use Intellectualism to improve Intellectualism
Use Material culture to improve prominence
Use Industry on region 12
Use Innovation to improve soil fertility of region 12
 
Happatara Orders:
Agriculture to region 23
: Fertile valley of Nantara continues supporting rising population of Happara people
(influenced Culture Point) Intellectualism on Intellectualism: Even facing hostility from majority of Hazo tribes, Happara not only facilitate trade but also transfer of information and knowledge regarding Hazo culture and ways.
Intellectualism on Industry
Intellectualism on Assymetric Warfare
: Yet the past century also taught Happara a bitter lesson, one that many chieftains would be foolish to ignore, especially as western towns start building both preparing their people and settlements for defense.
Intellectualism to Agriculture: as Happara population continues growing in their homeland, so too does their knowlegde of agricultural techniques and search for new crops and plants
 
Update 8 (Years 700-800 Post-K7)


The Shaln Trasque tribes fail to move past their legacy of loosely knit travelling family units of hunter-gatherers, but they do manage to take advantage of the big game hunting techniques they developed in the previous generations. Albeit, this stretches the natural resources of the Trasque Shaln mountain massif to their limit, and it may not take long before the ecosystems of this inhospitable region start failing. Some more independent family groups even attempt to migrate northward, but they fail so far. (Shaln Trasque: -5% Centralization, -5% Conformity, +1 Population Center in Region 25; player must choose type of new Power Points)


The ancestral tribes of the Shadb Trasque, meanwhile, continue developing not in width, but in depth - quite literally so, as many more cave settlements are established around newly found fresh water springs and in convenient locations near the mountain goat and dire deer migration paths. (Region 34: +1 Urbanization)


Both the Sagulan and Nadelis Turape natives keep on facing relative stagnation of their cultures and economy in the virgin rainforests they inhabit, despite some signs of experimentation with woodcarving clearly observable on the northern side of the island.


The Hill Enamans continued to thrive in the other rim of the Mona yi Hu valley, leading their moa herds to new highland pastures and proliferating across the land. (Hill Enamans: -10% Centralization, -10% Conformity, +2 Population Center in Region 29; player must choose type of new Power Points)


Their kin from the Lakeshore Enaman tribes also keep on spreading through the savanna and pampas as some of them are led away from the lake valley into the grassy plain of Chorokpan far to the east. Despite the distances involved, the shamans of Mona the Sun Forebearer rise up to becoming the glue holding the various nomadic groups together. (Lakeshore Enamans: 1 Population Center migrates from Region 29 to Region 27; +10% Conformity)


The Enaman proto-herders of moa birds are not the only new settlers of the Chorokpan plain. The Ankarne mountain people start descending from the ridges of Neu Tyekye into the flatland, bringing with them semi-domesticated dwarf horses. While the patahonica llamas don’t adjust well to the pampas of Chorokpan, the dwarf horses start developing into a proper cattle, giving the Ankarne people the economic output necessary to sustain a much larger population. (Ankarne: -10% Centralization, -10% Conformity, +2 Population Centers in Region 27; player must choose type of new Power Points)


The Syrisil culture starts showing first signs of growing sophistication. Their oral folktale tradition diversifies, when informal apprentices of storytellers start travelling from settlement to settlement, spreading knowledge of the world. Meanwhile, their plant cultivation expands to include dye-producing plants, such as sub-species of indigo, marigold, and logwood, bring about the age of primitive dyed textiles of blue, yellow-orange, and purplish-red colors, based on yaxche tree seed cotton wool. Alas, these dying techniques remain only experimental and fail to spread among the Syrisil people past a few communities. (Syrisil: +1 Intellectualism, +1 Material Culture)


The urban culture of Nekenee continues flourishing in the Pulete mountain valleys. While it fails to expand past its cradle, some first signs of experimentation with worshipping rituals and agricultural techniques are being seen, so far not very successful. However, the urbanization continues at full speed, as the stone cities become major centers of grain surplus storage. Additionally, the stonemasonry techniques lead to the development of first bas-reliefs used as territorial landmarks and religious statements. (Nekenee: +1 Prominence; Region 12: +1 Urbanization)


The originally violent clash of the two African-origin civilizations in the Tantara forest comes to an end, as the Mpik-Hazak zealot raids discourage Happatara merchants from dealing with the forest people. A century of cultural, artistic, and military seeking follows, as the Happatara culture vainly attempts to process the scars of the first clash of civilizations. Meanwhile, the scars of that collision heal, as the previous raised cities of the Nantara valley are rebuilt and repopulated. (Happatara: -5% Centralization, -5% Conformity, +1 Population Center in Region 23; player must choose type of new Power Points)


For the Hazo foresters also break their contact with the eastern urban civilization and turn more inwardly, with some Voalohany priests attempting to unite several tribes around their authority. Unfortunately, these tribal unions don’t survive power transition, and the Hazo unity continues to dissolve, as their population grows and spreads through the rich Tantara forest. (Hazo: -5% Centralization, -5% Conformity, +1 Population Center in Region 22; player must choose type of new Power Points)


The growing population density of the highland woods of Tantara leads some hunting groups of Hazo settlers into the inner part of the continent. There, they fail to truly adapt to the new climate, but they do preserve the knowledge of the land they call Astinanana. Starting as a dense boreal forest at the entrance of the great mountain valley, it turns into a coniferous taiga with a strongly seasonal, continental climate as warm air masses from the ocean get blocked by the mountains, and the cool air descends into the valley. Dire wolves and short-snout bears are the dominant predators on land, while giant owls rule the bird kingdom. Giant sloths and hornless wooly rhinos regularly create clearings in the forest, followed by herds of dire deer. Rodents of all kinds are a common sight in the fern underbrush, and many species of gnat and mosquito reproduce in giant clouds during the short, but humid summer. Mid-slopes of the mountains are a home to many wild bees’ colonies. Good soil is easy to find, but high seasonality and omnipresence of woods make it very hard to make use of. Grazing land is almost nonexistent, but timber is a never-ending resource, and the mountain slopes host deposits of gems, as well as metal ores.

Checkpoint map - Update 8:
 
Trasque En Ettin Shaln
- New point is Cultural: With the slowly growing gulf between the Shaln and the Shadb the Shaln are taking the cultural development of the Trakkan way of life solely on their shoulders.
- Growth (1x Demographic/Survival, #26): Radicals amongst the radicals of the Trasque En Ettin Shaln begin migrating south, claiming that their lodestone says the real promised land is over that way.
- Cultural Development (Cultural/Material Culture): The Trasque En Ettin Shaln, having overcome the most immediate concerns of life in their new home, focus more efforts on making useful and beautiful tools from the native copper nodules that litter the region.
- Homogenizing (Cultural/Comity): The Trasque En Ettin Shaln begin to become aware of outsiders not of the tribe and an effort by the storytellers is made to become more culturally insular, locking out outsiders from the secrets of the tribes and drawing the scattered Trasque Shaln together.
- Learning (Cultural/Intellectualism on Intellectualism): The Trasque En Ettin Shaln storytellers develop mnemonics and memetics to ease the passage of stories from generation to generation.

-x1 Demographic point isn't used
 
Syrisil orders:

Point Allocation
1) demographic point: lost to lack of conformity
2) cultural point: intellectualism to develop seafaring
3) cultural point: intellectualism to develop material culture
4) cultural point: intellectualism to develop material culture
5) cultural point: material culture to develop prominence
6) cultural point: material culture to develop prominence

Narrative:
1) Syrisil fishermen experiment with primitive boats using papyrus reeds and tree resins.
2) At the same time the practice of dying cloth and hides matures, becoming an increasingly normalized and integral element of Syrisil identity.
 
Last edited:
Hazo (Turn 9)
- New POP is Cultural
- 2 Demographic Points into Migration from Region 22 to 24
- 2 Cultural Points into Comity to improve Conformity
- Cultural Point randomly used/lost
- Military Point on defending

Narrative Orders: The Voalohany reestablish the tribal unions of their ancestors. To preserve them beyond their generation they begin writing down the responsibilities, powers and succession of the priesthood. This is considered by historians the establishment of the Voalohany Church and one of the first examples of organised religion and legal codes on the continent.

Hazo tribes once again attempt to migrate to the semi-legendary lands of Astinalnana due to its depiction by the elders as a paradise filled with bountiful hunting grounds.
 
Happatara Orders:
Agriculture to region 23
: Fertile valley of Nantara continues supporting rising population of Happara people
(Free point to Economy) Industry: Happatara Culture returns to it's self-development, their urban culture flourishing
Intellectualism on Industry
Intellectualism on Intellectualism
Intellectualism to Agriculture: As population and towns grow and proper, so also does trade of not only bartered good and crafts, but also further exchange of ideas
 
Nekenee Orders:
Use Survivalism to settle in region 14
Use Intellectualism to improve Comity
Use Intellectualism to improve Agriculture
Use Industry on region 12
Use Innovation to improve soil fertility of region 12
 
1. Migrate 1 pop from Mona yi Hu to the Salt Marshes.
2. Use intellectualism to boost intellectualism.
3. Use grazing to populate Chorokpan.
4. Incredibly unlikely to succeed, but try using Urbanization to urbanize Mona yi Hu.
 
Nari orders:

turn unused point into military point:

2 Demographic points:
Use survivalism in Bashtun
Migrate to region 24 from region 22

The Nari back in the homeland began to regrow in numbers as competition grew less fierce due to the mass exodus
Meanwhile in Tantara, the Nari who had hitherto been a peaceful people soon found strange new ideas sweeping to there lands from their neighbors, and reacted with distrust and suspicion. This created friction and violence between the traditionalists and the innovators, and after a period of war, the traditionalists were forced to make their way to new land


2 cultural points:
Perform intellectualism action on intellectualism

Trade between the Nari and their neighbors brings new ideas to the tribe
 
Ankarne
Undifferentiated points -> cultural points
-1DP lost to lack of conformity
-2DP used grazing in (28) Syo-Ke Ao.
-2CP used on Comity to raise Conformity.

The Ankarne continue trying to move to new locations with their livestock, this time once again drawn to the salts of Syo-Ke Ao. Groups of elders see the younger generations drifting from traditional values as the Ankarne grow in number, the distance between communities widens, and interaction with the strange Enamans people becomes more common. They begin teaching children songs, and pass their songs between groups via the wandering Ankarne, hoping that it will bring their people back together spiritually and culturally.
 
Update 9 (Years 800-900 Post-K7)


The Nadelis Turape people continue spreading forth through the tropical forest of their homeland, while their experiments with woodcraft and textile remain highly primitive. Yet, on the periphery of their world, some seashore tribes start developing more mature versions of seaworthy rafts and boats. (Nadelis Turape: +1 Seafaring, -5% Centralization, -5% Conformity, +1 Population Center in Region 6; player must choose type of new Power Points)


At the same time, on the other side of the island, the Sagulan Turape culture keeps stagnating.


The Shaln Trasque culture, while still mostly relying on wooden, stone and bone tools, does develop a fairly distinct, if a bit utilitarian style of toolmaking, which sets it aside from other cultures. Alas, despite some episodic efforts to keep the various family groups together through stronger cultural and linguistic ties, the Trasque En Ettin Shaln remain fairly loosely connected. Closer to the end of the century, first warning signs of the Trasque Shaln region’s upcoming ecological imbalance start appearing. (Shaln Trasque: +1 Prominence; Region 25: -1 Wilderness)


The signs of the looming troubles are not lost on some family groups that unsuccessfully attempt to find new hunting and gathering grounds elsewhere. While some of them try to go north, a few groups travel south, where they find a yet unnamed land. It’s a mountain river valley with a stable, dry, continental climate. Seasonality is less pronounced here: summers (that feature six weeks of constant daylight) are fairly mild and cool, but winters (including the six-weeks-long night) are also not particularly cold, as the temperatures barely drop below the freezing point. The majority of mountain valleys are a shrubland or forested alpine meadows, with some patches of decent pastures and fertile soils being easy to find. Dire deer and dire wolves are the most numerous large animals here, although some wooly hornless rhinos and short-snout bears are also frequent visitors. Wild honeybees are easily the most numerous insects, taking advantage of beautiful summertime flower blossoms. High in the mountains, various metal ores can be found, including precious metals. Unfortunately, many precious metal mines are “poisoned” with radioactive metals as well, so caution has to be taken in mining them.



Meanwhile, the Shadb Trasque forebearers of the Trakkan culture, while remaining the less populous of the two sub-civilizations, reach their first “golden age.” Firstly, their mastery of gem extraction and processing reaches a new high, expanding their culture’s attraction and outreach. Secondarily, innovative ways of trapping allow to make big game hunting in the Trasque ridge much easier, simultaneously letting more communities to become permanently settled in cave cities that keep growing in size and complexity. (Shadb Trasque: +1 Prominence; Region 34: +1 Wilderness, +1 Urbanization)


The Syrisil people spend the century in a turbulent cultural clash between the agricultural settlers of Fee Shenete and the Wiet-yris hunters-gatherers. The microeconomic differences amount to major cultural splits along the lines of social organization, and some attempts are made to bind the communities together through the barter of dyed textile and some intercommunal production chains of this ritually important good. However, closer to the end of the century the differences accumulate as the wetlands experience a non-anticipated population boom, and the Wiet-yrisi Syrisil culture splits from the Sheneti Syrisil for good. The former sub-civilization starts specializing on riverine hunting and fishing (being the home of first boats made out of hollowed-out tree trunks), also developing a hero-worshiping religious tradition centered around the goddess of Moon and tides. Meanwhile, the floodplain tribes continue to bear the intellectual and material traditions of the original Syrisil settlers. (Syrisil: +1 Seafaring, -5% Centralization, -5% Conformity, +1 Population Center in Region 5; player must choose type of new Power Points; Syrisil civilization splits into Wiet-yrisi Syrisil and Sheneti Syrisil)


The Hazo civilization starts dealing with the (distant) risk of overpopulating the Tantara forest. Some tribes attempt to migrate into the forested gorge of Astinanana, but fail to adapt to the new climatic conditions. Meanwhile, tensions grow among the remaining tribal groups. Some Voalohany shamans attempt to gather the tribesmen around themselves, but these efforts keep on failing. Meanwhile, this looming crisis makes the “tree-runner” proto-faith more militant, as a blood feud culture starts to develop as a collective population control measure. (Hazo: +1 Asymmetric Warfare)


The Happatara people continue recovering from the turbulent contact with the Hazo civilization two centuries ago. While the intellectual pursuits of this urban civilization so far ring hollow, the population growth in the fertile floodplain of the Nantara valley is almost unavoidable. (Happatara: -5% Centralization, -5% Conformity, +1 Population Center in Region 23; player must choose type of new Power Points)


Another major proto-urban culture of the Land of the Shining Sky, the Nekenee, experiences a century of accomplishments. Firstly, some early class structures start appearing in the urban communities of the Pulete valleys, leading to the development of more sophisticated social mechanisms. This is followed by several generations of agricultural innovation that lead to the development of a primitive crop rotation system, particularly useful in the challenging conditions of the Pulete highlands. Finally, the Pulete population boom forces some less permanently settled tribes to expand into the Cooleweer mountain ridge, where they adopt a more primitive lifestyle of hunters and gatherers. (Nekenee: +1 Comity, +1 Agriculture, -5% Centralization, -5% Conformity, +1 Population Center in Region 14; player must choose type of new Power Points; Region 12: +1 Soil Fertility)


The first conflict takes place among the Children of Mona. It starts with the Lakeshore Enaman tribes facing a century of uncertainty, with some of them building short-lasting villages along the lake (that eventually fail to sustain more than one generation of settlers), while others unsuccessfully explore the salt marshes Syo-Ke Ao. What does succeed - at least, at first - is the expansion of Lakeshore Enaman pastoralists into the so-called Emerald Fields. Unfortunately for them, however, the more warlike Hill Enaman tribes start venturing into the Mona yi Hu lowlands for cattle raids, eventually escalating their attacks to the point of full extermination of some lakeshore tribes. (Lakeshore Enaman: -5% Centralization, -5% Conformity, +1 Population Center in Region 27; player must choose type of new Power Points; -1 Population Center in Region 29; Hill Enaman: +1 Asymmetric Warfare)


The Nari tribesmen continue to be the unlikely developers of a surprisingly sophisticated (for the times) cosmologic and cosmogenic tradition, in which they start questioning the origin of the world and the nature of laws that govern it. The demographic trend of the Nari groups spreading through Bashtun highlands and spilling into the Tantara forest also continues. (Nari: +1 Intellectualism, -5% Centralization, -5% Conformity, +1 Population Center in Region 21; player must choose type of new Power Points; 1 Population Center migrates from Region 21 to Region 22)


The Ankarne mountain men continue unsuccessfully spilling into the lowlands surrounding their homeland. Unfortunately for them, the freedom-loving groups that leave the Neu Tyekye ridge in an attempt to migrate to the Chorokpan plains fail in their trek, and the few tribes that attempt to search for good pastures in the Syo-Ke Ao salt marsh find equally little luck. These failures, to a degree, reinforce their cultural ties and establish greater cohesion among these llama herders. (Ankarne: +10% Conformity)
 
Last edited:
Top Bottom