It's worth pointing out that the other way to aggregate choices is much like Mass Effect's endings do, by quantifying previous choices on an axis and creating demarcations to create "ranges" of cumulative choices that correspond to a lesser number of consequences/effects.
So, if you make three choices that anger your warriors, you end up with an influential warrior leaving your tribe and striking out on his own. If you make eight choices that anger your warriors, half your warriors follow him. Etc. This is also aggregation, because, if that represented ten individual choices, we don't end up with 2^10th (1024) potential results.
The *other* thing to note is that not all choices need to be directly dependent on all other choices. Whether you anger your warriors or not with your food rationing, you can still come upon the same marshy stretch of land.
Finally, if you do aggregate, you can aggregate along multiple axes, too, and have results/consequences that can check more than one axis to create a more complex aggregate system.