Should the world be a Low Fantasy setting?

  • Yes

    Votes: 63 70.0%
  • No

    Votes: 27 30.0%

  • Total voters
    90
  • Poll closed .
I'm enjoying this quest and extremely looking forward to our rise as glorious coastal social compassion utopia.
 
So future turns are gonna look like hunting (for econ replenishment and martial score+Innovation) and infrastructure (shrines, settlements).

We might also want to explore towards tree folk so we can scout but that is up in the air atm.
 
So future turns are gonna look like hunting (for econ replenishment and martial score+Innovation) and infrastructure (shrines, settlements).

We might also want to explore towards tree folk so we can scout but that is up in the air atm.

Exploring is probably a good idea, so we know what's up with them, but if they catch our scouts they could learn things about us.
 
I'm having a vague notion of sending explorers down to the lowlanders and inciting revolt, maybe getting allies from the freak folk or the zealots, but we don't have anything more than a vague rumor about those guys. The lowlanders are probably pretty downtrodden and I don't know if inciting revolt would work, like, at all.
 
I'm having a vague notion of sending explorers down to the lowlanders and inciting revolt, maybe getting allies from the freak folk or the zealots, but we don't have anything more than a vague rumor about those guys. The lowlanders are probably pretty downtrodden and I don't know if inciting revolt would work, like, at all.
I think we can assume after this disaster where mysterious people just curb stomped a town they are going to beef us security.
 
Guys
There are still the mountains towards sunset bay
Just as the tree folk dont know anything to their west
Neither do we towards our north west.
We should scout that.
Also settle sunset and up river and expand said settlements while getting some more hunting stuff done.
We know what's going on down south, let's not poke the Hornets nest and prepare ourselves in the event they come to us. I rather they wake us as a sleeping giant then a rabbit in a burrow.
 
Last edited:
Which means Stone, heck we might even get some form of innovation for having roads going on.
Eh, not quite.
Noting that things don't fall neatly into tiers:
-Basic trails are basically just paths stomped into the ground with regular passage and some choppying to keep bushes/trees from growing over them.
-Advanced trails are just marked trails, possibly with some totems on poles to point the way to the next good campsite/water source.
-Then you have the intermediate points between trails and roads, which are paths with rope or log bridges over muddy/wet/steep stretches and the rougher patches shoveled flat. This takes enough work that you could miss this 'stage' entirely. This is when you start seeing substantial travel efficiency, especially with the Wheel.
-Then you have the 'true' roads which should come with either basic metalworking(for the tools to make stone paved roads at all economical) or advanced ceramics(for the ability to bake bricks cheaply enough to make roads with them). This is the point where roads are the most expensive to build and upkeep, basically every subsequent road tech exists to drive down costs of construction and upkeeep.
-Then you have lime treated roads, which comes with the discovery of mortar and how using lime in your roads prevents plant encroachment. It does require having a cheap source of limestone and fuel however.
-Then you have gravel roads, which are cheap and comes with early mechanization. Funny thing is asphalt roads are basically the same thing, take a plentiful waste material from another process and use it to build roads.

In between you have a bunch of construction techniques to make them more durable and cheaper, and aren't really gated by or require anything.
 
Now that we have a secondary Found New Settlement action, I would like to strongly suggest that we use it next turn. We can pair it with a +1 Temp Econ SEC action.

First, we are falling behind on settlements. I think we should be the civ with the most settlements, not the one with the least.
Second, Settlements and Main Farming are the only way we have to raise actual Econ, as opposed to Temp. Temp Econ regenerates halfway to actual Econ every main turn, by increasing Econ then we are also gaining more Temp Econ regen.
Third, our current Settlements are overpopulated. This makes us highly vulnerable to disease, and if not for our values we would probably already be seeing high pop related internal conflict. The longer we delay, the more chances a poor roll will bring disaster.
Fourth, more settlements will eventually result in more actions. We gain +1 Secondary Action per 2 Provinces. We need a minimum of six settlements in each Province for it to count, so ten(5 in each) have to be built in existing provinces (currently Greenbay (1/12), Rockbay (1/12) )
Fifth, we are facing the possibility of invasion by the more numerous and better fighters (Foresters). We need more settlements to increase our population, and therefore the number of hunters. With more settlements then we could fight the Foresters with the advantages of numbers, defence and distance. Currently, we will be forced to fight with a very limited supply of hunters that can only be increased to a limited extent (Temp Martial).
Sixth, unopposed territory growth. Upriver Plains, Sunrise Bay, Sunset Plains, and Sunrise Plains lack other nations. We should settle and start claiming them now, before other tribes start building settlements there.


My currently intended Action vote will be:

[] [SEC] Found New Settlement = (Upriver Plains)
S: -3 Temp Econ, -1 Temp Martial, +1 Settlement, +1 Econ

[] [SEC] Found New Settlement = (Sunrise Bay)
S: -3 Temp Econ, -1 Temp Martial, +1 Settlement, +1 Econ

[] [SEC] Found New Settlement = (Sunset Plains)
S: -3 Temp Econ, -1 Temp Martial, +1 Settlement, +1 Econ

[] [SEC] Found New Settlement = (Sunrise Plains)
S: -3 Temp Econ, -1 Temp Martial, +1 Settlement, +1 Econ

[] [SEC] More Fishing.
S: +1 Temp Econ, Chance of Innovation,

[] [SEC] More Farming.
S: +1 Temp Econ, Chance of Innovation,


I don't particularly mind which of the settlements we build, but I suggest Sunrise Bay (potential as a future port) or Upriver Plains (control over fresh water /rivers is vital)
 
Sunrise Bay is further away from the Forest Folk and worst come to worst, they might not explore far away enough to find it.
 
If worst comes to worst they'll likely have some of our people under their boot that could tell them where it is, though..

Anyhow, thank you Oshha for correcting my beliefs on just how badly hunter losses would hurt us (I was figuring that at our tech levels they were still bringing in a fairly sizable amount of food, even if not the most)

As for future settling, if I remember the map right, settling up the river or the sunset plains would place us closer to our opponents; it may go unnoticed but it'd likely shorten the time we have before they find us. Secure the coast, and our current areas first I say. (Maybe not in that order, but we'll figure that out when we get there.)
 
[X] [React] Found a new village in Sunrise Bay to secure the coastline and expand the population of the People. (Secondary Found New Settlement)
I'm thinking we should found a settlement upriver next; dominating the waterways will reap us benefits in the long run.
Along with that more hunters is the best option, lets us top our martial and econ after the settlements drop it.
Starting over since I messed up the previous comment with edits.
 
Last edited:
[X] [React] Found a new village in Sunrise Bay to secure the coastline and expand the population of the People. (Secondary Found New Settlement)
I'm thinking we should found a settlement upriver next; dominating the waterways will reap us benefits in the long run.
Along with that more hunters is the best option, lets us top our martial and econ after the settlements drop it.
Starting over since I messed up the previous comment with edits.
Vote already closed. Trails won.
 
Province Actions: 1 Secondary Action per 2 Provinces
Does this mean if we found a new settlement in a new area, like say upriver, we'll get another secondary action?
Like because we then have Rockbay, Greenbay, and Upriver, and that counts as having 2 provinces?
Or is there some other qualifier for something to be counted as a province?
 
Province Actions: 1 Secondary Action per 2 Provinces
Does this mean if we found a new settlement in a new area, like say upriver, we'll get another secondary action?
Like because we then have Rockbay, Greenbay, and Upriver, and that counts as having 2 provinces?
Or is there some other qualifier for something to be counted as a province?

You need 6 settlements in a province for it to count towards bonus.
 
Province Actions: 1 Secondary Action per 2 Provinces
Does this mean if we found a new settlement in a new area, like say upriver, we'll get another secondary action?
Like because we then have Rockbay, Greenbay, and Upriver, and that counts as having 2 provinces?
Or is there some other qualifier for something to be counted as a province?
We need a minimum of six settlements in each Province for it to count, so ten(5 in each) have to be built in existing provinces (currently Greenbay (1/12), Rockbay (1/12) )
Ten settlements (minimum) before we gain actions under the current gov type.



I'm surprised not more people want to build taller and get more settlements in our home territory.
Personally, I would like to establish claims by building settlements in the nearby provinces first. That won't stop other tribes building there, but it will give us the advantage in claiming the provinces. If another nation has settlements in an area, they may become annoyed if we start trying to settle that area.
My suggestion is two more settlements in new Provinces(giving us four), and then build each up to six settlements. Once that is done, then we build in every available Province. Only when we can no longer go wide, then we should go tall (build the full twelve settlements in each Province).
 
Ten settlements (minimum) before we gain actions under the current gov type.




Personally, I would like to establish claims by building settlements in the nearby provinces first. That won't stop other tribes building there, but it will give us the advantage in claiming the provinces. If another nation has settlements in an area, they may become annoyed if we start trying to settle that area.
My suggestion is two more settlements in new Provinces(giving us four), and then build each up to six settlements. Once that is done, then we build in every available Province. Only when we can no longer go wide, then we should go tall (build the full twelve settlements in each Province).
I agree with this, it is better to claim those lands first before someone else does, basically we claim Sunrise Bay and Upriver plains.
 
Last edited:
Connecting the Villages
[X][React] Finish building the trails between Rockbay and Greenbay to keep both villages connected. (Secondary Create New Trails)

As much as the news of what was going on in the lowlands was bad and worrisome for the People, the elders put it to one side for the time being.

There was no guarantee that the Forest Folk would come for revenge against the People or even that the Forest Folk knew the location of the People. The rescued lowlander certainly had no idea that the People existed before the expedition had shown up and if they didn't know about the People, the Forest Folk certainly wouldn't.

Would the Forest Folk risk sending warriors into wild, unknown lands for a chance of stumbling across hostile villages? Would they even go on the offensive? While the People knew that the Forest Folk would almost certainly win a contest of arms, it was doubtful that the Forest Folk also knew this, not when the only battle between them had resulted in a decisive victory for the People.

It was very well possible that the Forest Folk would hunker down and prepare for further attacks from the People, none that would come.

Rather than worry about the potential retaliation from the Foresters, the elders decided to focus on internal matters. While both Rockbay and Greenbay had shrines to the goddess and the ties between the two villages remained strong, there was still more that could be done. A significant amount of the People still desired a new village in Sunrise Bay while others sought to finish marking the trails between Rockbay and Greenbay. Others, wary of food costs of more trails or a new village and potential attacks from the lowlanders, feel that focusing more on the hunters was the way to go.

Once again, it was a closely contested debate and for a brief period, all three paths were equally favoured. But in the end, the desire for greater connection between the two villages of the People won the day and the elders decreed that the People would finish making the trails between Rockbay and Greenbay.

You have two Secondary Actions. Two Secondary Actions make a single Main Action. No plan voting or write-ins.
Please tag actions as [SEC] & [MAIN].


[] [SEC/MAIN] Build New Shrine = (Target)
S: -2 Temp Econ, +1 Shrine (+1 Mystic per 3 Shrines),
M: -4 Temp Econ, +2 Shrines (+1 Mystic per 3 Shrines),
-Possible Targets: Greenbay 1/1, Rockbay (1/1),

[] [SEC/MAIN] Create New Trails.
S: -2 Temp Econ, +1 Trail (2/2),
M: -4 Temp Econ, +2 Trails (2/2),

[] [SEC/MAIN] Explore Lands = (Target)
S: -1 Temp Econ, -1 Temp Martial, Chance of new discovery,
M: -3 Temp Econ, -2 Temp Martial, Improved Chance of new discovery,
-Possible Targets: Coastline, Coastal Plains, Forest, Lowlands, Sea,

[] [SEC/MAIN] More Farming.
S: +1 Temp Econ, Chance of Innovation,
M: -3 Temp Econ, +1 Econ (0/2) (Limited by number of Settlements), Chance of Innovation,

[] [SEC/MAIN] More Fishing.
S: +1 Temp Econ, Chance of Innovation,
M: +3 Temp Econ, Improved Chance of Innovation

[] [SEC/MAIN] More Hunting.
S: +1 Temp Econ, +1 Temp Martial, Chance of Innovation,
M: +3 Temp Econ, +2 Temp Martial, Improved Chance of Innovation

[] [SEC/MAIN] Found New Settlement = (Target)
S: -3 Temp Econ, -1 Temp Martial, +1 Settlement, +1 Econ,
M: -6 Temp Econ, -1 Temp Martial, +2 Settlements, +2 Econ,
-Possible Targets: Greenbay (1/12), Rockbay (1/12), Upriver Plains (0/12), Sunrise Bay (0/12), Sunset Plains (0/12), Sunrise Plains (0/12),

[] [SEC/MAIN] Trade Mission = (Target)
S: -1 Temp Econ, +1 Temp Diplo, Chance of increased relationship, more knowledge about the outside world,
M: -3 Temp Econ, +3 Temp Diplo, Improved Chance of increased relationship, more knowledge about the outside world,
-Possible Targets: Freak Folk,

[] [SEC/MAIN] Venerate Arthryn
S: -1 Temp Econ, +1 Temp Mystic, +1 Temp Culture, Chance of ???,
M: -3 Temp Econ, +2 Temp Mystic, +2 Temp Culture, Improved Chance of ???,

***​

Short, quick and uneventful update. I will finish sorting out the formatting of the Civ Sheet later. Formatting fixed.

The People
Council of Elders
Upper Centralization Limit: ???
Lower Centralization Limit: ???
Admin Strain Free Provinces: ???
Penalty Accumulation: ???
Player Actions: 2 Secondary Actions +1 Secondary Action per 2 Provinces
Province Actions: 1 Secondary Action per 2 Provinces
Subordinates: ???

Early Ancient Palace Economy
Temp Econ Damage: Event, -1 per 1 Centralisation,
Wealth Generation: 1 per Dominant,
Passive Policies: N/A
Additional Actions: None
Special: Negative Centralisation or lower than Minimum Centralisation will lead to collapse.
Special: Increased polity size will raise the level of Minimum Centralisation required.

Stats
Diplo
: 2 (2)
Econ: 7 (4)
Martial: 3 (3)
Mystic: 1 (1)
Culture: 1 (1)
Tech: 0 (0)
Wealth: 0 (0)

Legitimacy: 3/3
Stability: 3/3
Centralisation: 3
Hierarchy: 2
Prestige: 5

Statuses
Currently none.

Diplomatic Relations
Forest Folk = Revulsion and Righteous Rage/Hostile
Freak Folk = None/None
Lowlander Zealots = None/None

Values & Legacies
Chosen of Arthryn: Gain +1 to all Innovation Rolls,

Communal Mandate
As per the words of the goddess, loyalty and kindness to one's people is of the highest importance and even when times are tough or when it is not personally beneficial, one should stick by their community.
Pros: Reduced Internal Discontent, Increased Resistance to Foreign Intrigue,
Cons: Increase stability loss from taking actions which harm the People,

Born Equal
While the choices of a person and the world around them can make a person greater or lesser, everyone is born equal to each other.
Pros: Decreased social stratification,
Cons: Decreased social stratification,

Technologies
 
Last edited:
Back
Top