ScubaV
Prophet
- Joined
- Feb 20, 2011
- Messages
- 1,022
Plant Research
Food: Right now we have zebra and sheep meat, milk, fish, and scavenged plants. Plant research can lead to primitive agriculture, giving us another, cheaper, reliable food source. (Don't forget, in terms of resource expenditure, meat is much more expensive than grains/vegetables). This will have a twofold effect: allowing us the food surplus for population growth (remember how the hunger of the bears proved a burden) and balancing our diet for health and longevity gains.
Medicine: Primitive herbal medicine will go a long way toward helping our population grow and maybe save a few hunters/warriors from dying to simple scrapes and cuts.
Population: See food and medicine. Safety in numbers right? That's partly why we chose militia over professional fighters. Not to mention more people gives us more manpower to do all the other things the tribe needs. Also, more people combined with more food equals more opportunity for labor specialization.
Culture: We're pretty barbaric, which is fine at this early stage. But plant research might lead to simple reed instruments, basket-weaving, or dyes.
Warfare: This would be a little farther out, but there are potential applications in poisons or reed/cane armor. Maybe even anesthetics to aid in the taming efforts of the bear nutjobs.
I do like the idea of getting better tools, but I think this is even more important. Why build granaries before we have grain to store in them? Why build fortifications and watchtowers when we don't have dedicated soldiers to man them? Why tech-rush (even if it makes in-game sense) when we can't support a large number of specialists? Let's not put the cart before the horse here.
Food: Right now we have zebra and sheep meat, milk, fish, and scavenged plants. Plant research can lead to primitive agriculture, giving us another, cheaper, reliable food source. (Don't forget, in terms of resource expenditure, meat is much more expensive than grains/vegetables). This will have a twofold effect: allowing us the food surplus for population growth (remember how the hunger of the bears proved a burden) and balancing our diet for health and longevity gains.
Medicine: Primitive herbal medicine will go a long way toward helping our population grow and maybe save a few hunters/warriors from dying to simple scrapes and cuts.
Population: See food and medicine. Safety in numbers right? That's partly why we chose militia over professional fighters. Not to mention more people gives us more manpower to do all the other things the tribe needs. Also, more people combined with more food equals more opportunity for labor specialization.
Culture: We're pretty barbaric, which is fine at this early stage. But plant research might lead to simple reed instruments, basket-weaving, or dyes.
Warfare: This would be a little farther out, but there are potential applications in poisons or reed/cane armor. Maybe even anesthetics to aid in the taming efforts of the bear nutjobs.
I do like the idea of getting better tools, but I think this is even more important. Why build granaries before we have grain to store in them? Why build fortifications and watchtowers when we don't have dedicated soldiers to man them? Why tech-rush (even if it makes in-game sense) when we can't support a large number of specialists? Let's not put the cart before the horse here.