[X] The Caermyr Union. The Caermyr Union is a federation where all member states are willingly part of it and the federal government is reliant on soft power to keep its member states in line as it lacks the hard power to take on any of the member states.
 
Question! Are Urthryn and Arthwyn married now that the time skip has happened? If so can we get some Omakes of them? If not why and how can we make it happen already?
 
[X] The Caermyr Union. The Caermyr Union is a federation where all member states are willingly part of it and the federal government is reliant on soft power to keep its member states in line as it lacks the hard power to take on any of the member states.
 
[X] The Caermyr Union. The Caermyr Union is a federation where all member states are willingly part of it and the federal government is reliant on soft power to keep its member states in line as it lacks the hard power to take on any of the member states.
 
[X] The Grythwyd Colony. A colony of the Arthwyd Empire, the Grythwyd represents the Arthwydish expansion along the Griffin Coast. While not independent, it has plenty of autonomy and room to grow.
 
[X] The Caermyr Union. The Caermyr Union is a federation where all member states are willingly part of it and the federal government is reliant on soft power to keep its member states in line as it lacks the hard power to take on any of the member states.
 
[X] The Caermyr Union. The Caermyr Union is a federation where all member states are willingly part of it and the federal government is reliant on soft power to keep its member states in line as it lacks the hard power to take on any of the member states.
 
[X] The Grythwyd Colony. A colony of the Arthwyd Empire, the Grythwyd represents the Arthwydish expansion along the Griffin Coast. While not independent, it has plenty of autonomy and room to grow.
 
Vote is still open.
Vote Tally : Chronicles of Nations II: Bronze and Gold Original | Sufficient Velocity [Posts: 2-35]
##### NetTally 2.2.0

[X] The Caermyr Union. The Caermyr Union is a federation where all member states are willingly part of it and the federal government is reliant on soft power to keep its member states in line as it lacks the hard power to take on any of the member states.
No. of Votes: 16

[X] The Grythwyd Colony. A colony of the Arthwyd Empire, the Grythwyd represents the Arthwydish expansion along the Griffin Coast. While not independent, it has plenty of autonomy and room to grow.
No. of Votes: 6

[X] The Arthwyd Empire. The Arthwyd Empire is the oldest and most powerful nation in the world, capable of taking on anyone else. A founding member of the Caermyr Union, the Arthwyd Empire is the backbone of the Caermyr Union and few dare to contest its will.
No. of Votes: 4


Total No. of Voters: 23
 
[X] The Grythwyd Colony. A colony of the Arthwyd Empire, the Grythwyd represents the Arthwydish expansion along the Griffin Coast. While not independent, it has plenty of autonomy and room to grow.
 
While it has been a couple of days, I am going to be leaving the vote open until Friday evening so I can create the civ sheet and action list over the weekend.
 
[X] The Caermyr Union. The Caermyr Union is a federation where all member states are willingly part of it and the federal government is reliant on soft power to keep its member states in line as it lacks the hard power to take on any of the member states.
 
Vote is closed.
Vote Tally : Chronicles of Nations II: Bronze and Gold Original | Sufficient Velocity [Posts: 2-39]
##### NetTally 2.2.0

[X] The Caermyr Union. The Caermyr Union is a federation where all member states are willingly part of it and the federal government is reliant on soft power to keep its member states in line as it lacks the hard power to take on any of the member states.
No. of Votes: 17

[X] The Grythwyd Colony. A colony of the Arthwyd Empire, the Grythwyd represents the Arthwydish expansion along the Griffin Coast. While not independent, it has plenty of autonomy and room to grow.
No. of Votes: 7

[X] The Arthwyd Empire. The Arthwyd Empire is the oldest and most powerful nation in the world, capable of taking on anyone else. A founding member of the Caermyr Union, the Arthwyd Empire is the backbone of the Caermyr Union and few dare to contest its will.
No. of Votes: 4


Total No. of Voters: 25
 
Military of the Caermyr Union - 2000 AG
Within the Caermyr Union, only three of its member states maintain a military as the Urthdysh Federation relies upon the rest of the Union for protection and doesn't expend resources on maintaining a military.

The Arthwyd Empire, Forluc Kingdom and Colryd Confederation each maintain their own military, each with their own unique style. The Colryd Confederation is the most conventional as the Confederation retains the militia system that it inherited from its lowlander origins.

While more organised these days than it originally was back when the Confederation was a group of loosely aligned villages and tribes, the Colryd doesn't maintain a full-time professional military like the Arthwyd Empire or the Forluc Kingdom. Instead, each member-state within the Confederation has its own militia, something that is required as part of being in the Colryd Confederation.

There is no standardisation across the Colryd militias. Each tribe or village determines who is part of its militia and its organisation and while the Arthwyd Empire supplies with bronze weaponry, each militiaman uses whatever equipment they can afford. Size, skill and training also vary across the militias of the Colryd Confederation and ultimately, the militias are looked down upon by their Arthwydish and Forlucan counterparts for their lack of professionalism.

The Arthwyd Empire retains its full-time professional military of sacred warriors. While small in number as a result, the size of the Arthwyd Empire relative to its neighbours has meant that this disadvantage has traditionally not been a factor in any wars that the Arthwyd have fought. As the Catclaws and Cateyes have a history of being competent and loyal, the Arthwyd Empire has never expanded their military beyond them.

The Cateyes operate as scouts and skirmishers. Wearing light armour and armed with a sword plus a sling, bow and arrows, the Cateyes are master scouts as they are able to adjust their bodies to be more agile as needed and are borderline superhuman in both body and mind.

The Cateyes have medium armour and study shields while they are armed arrived with a variety of weapons to suit the occasion. Catclaws have a sword for slashing and stabbing whilst they have a mace for when they need to use a blunt weapon while they have a set of javelins for ranged attacks or in an emergency, a short spear. This combination of weapons served the Catclaws well as it allowed them to fight in a variety of situations while the magic of the Arthwyd lets the Catclaws compensate for weakness in their gear.

Both the Catclaws and Cateyes make extensive use of magic, both active spells and passive blessings. The Blessing of Arthryn gives above average toughness, strength and endurance which allows them to both carry more equipment for greater times without getting fatigued, but also improves their ability to cast magic. Limited ability to shapeshift their physical form lets the sacred warriors of the Arthwyd Empire adjust their bodies to their current task and the ability to see in the dark lets them operate at night with the same effectiveness as they would in the day.

The Cateyes and Catclaws also greatly benefit from the mental effect of the Blessings of Arthwyd and Ymarn as they let the warriors both learn quicker and helps them retain their knowledge, resulting in the Arthwyd military training to a higher degree of skill. Mental improvements also include being more resist to trauma and fear, letting the Catclaws and Cateyes shrug off psychological attacks with greater ease. The Divine Blessings also give enhanced healing to the Arthwydish warriors which allow to recover quicker from wounds suffered in battle to the point that some minor injuries can fully heal in the same battle that they were taken if the battle is a longer one.

The Blessing of Arthryn also grants the Catclaws and Cateyes an unmatched advantage in battle. The blessing gives them a strong resistance to magic that applies itself relatively to all hostile magic that the blessed is affected by. While it leaves them still vulnerable to weaker spells, it protects the Catclaws and Cateyes against stronger spells to the point that spells which would be lethal against a regular person would only mildly harm someone with the Blessing of Arthryn.

The Blessing of Arthryn also gives the Catclaws and Cateyes greater ability to cast magic as their improved stamina allows them to cast more magic before tiring themselves. This is an advantage that the Cateyes and Catclaws leverage to their favour significantly. Tougher defence, increased healing, more accurate attacks, improved weapon skill and improvised ammunition are all things that the Arthwydish warriors use on the battlefield to gain victory.

The Arthwyd military organisational structure is a legacy of its old nature as a group of hunting packs working together. With a defined hierarchy of ranks that forms a chain of command, the Arthwyd military is structured around small tight-knit units that are put together under a clear commander to form a bigger unit that gets progressively larger as you go further up the chain of command.

When it comes to formations, the Arthwyd military uses mobility and flexibility and uses loose formations where each unit is formed into non-tight ranks that have some room to bend under enemy attack. The Catclaws focus on hitting the enemy with their attacks whilst avoiding being hit by the enemy attacks in turn, using greater agility and mobility, coordinated teamwork, superior skill and their magical prowess to achieve this.

Cateyes never engage the enemy and will continuously pelt the enemy at range throughout the battle, using arrows at first than using their slings once their quivers have run out. Agility and fast, the Cateyes use their greater endurance and skill at manoeuvring across terrain to flank around the enemy to either hit them in the rear or force them to split their attention between themselves and the main battle line.

The Arthwyd also make use of boar cavalry as there are many Boarfolk tribes who have settled themselves within the lands of the Arthwyd Empire and will ride into battle in the name of their Cadlon. Relatively small in number and considered separate to the actual Arthwyd military, the Arthwyd Empire makes extensive usage of Boarfolk auxiliaries to provide its armies with cavalry support.

The Forluc Kingdom is somewhere between the Arthwyd Empire and the Colryd Confederation when it comes to its military forces as it uses a both full-time professionals and part-time militias. This is because while the Kingdom itself focuses on its professional military, any Forluc settlement of significant size is expected to maintain a militia to defend itself in the event of the main Forlucan army being unable to respond in time. Maintaining these militia is not the responsibility of the royal court but is the duty of the nobles who rule over the settlements. If a settlement is unable to maintain a militia that meets certain standards, it is grounds for the responsible noble to be stripped of their rank.

When it comes to their professional forces, the Forluc Kingdom uses both regular warriors and sacred warriors. The sacred warriors were originally known as the Chosen Warriors of Nalnir, but as the Forlucan pantheon has formed and Eradan has become their War God, the Forlucan sacred warriors are known as the Bearclaws.

Just as the Arthwyd military values flexibility and mobility, the Forluc military values discipline and order. The Bearclaws operate in tight formations of spear-armed heavy infantry. Wearing heavy armour whilst wielding large shields and long spears, the Bearclaws dominate any infantry battle as unyielding formation with only Catclaws or Boarfolk drive boar cavalry being able to take them on. The Bearclaws aren't limited to just melee either as each one can wield the divine magic of their pantheon, letting each Bearclaw use ranged magical attacks.

The Bearclaws make up the elite core of the Forlucan royal army, but they are supported by light spearmen and skirmishers. Men with spears, shields and light armour make up much of the Forluc military as a numerous and mobile force. Operating in tight and disciplined formation like the Bearclaws, these light spearmen will make up the majority of the Forluc battle line, either defeating their foes or pinning them down for the Bearclaws to move in and break them.

The skirmishers of the Forlucan royal army are its latest addition and they are based off of the Arthwydish Cateyes. Lightly equipped and primarily wielding ranged weapons, the Forluc skirmishers act as scouts and skirmishers for the Forlucan military. While not as good as their northern counterparts, theses skirmishers are still dedicated scouts and capable of doing their job. In battle, they act as skirmishers, harassing the enemy forces at range before the Bearclaws and light spearmen move in.

The federal government of the Caermyr Union and the Council of Arthryn also maintain their own forces, but they are limited in number and are styled after the Arthwydish Catclaws and Cateyes. In times of war, these Arthrynite sacred warriors are considered to be part of the Arthwydish military forces and operate as part of the Arthwyd armies, including being incorporated into their command structure.
 
Pan-Union military drills need to take place to pool our military doctrines and play off of each others' strengths. @Oshha has the Forlucan Games tradition spread to the other parts of the Union? Might provide a framework to work off of.
 
Bah, this is why you go with Quantity!

Everything can be solved with more manpower.
 
[X] The Caermyr Union. The Caermyr Union is a federation where all member states are willingly part of it and the federal government is reliant on soft power to keep its member states in line as it lacks the hard power to take on any of the member states.
 
@Oshha has the Forlucan Games tradition spread to the other parts of the Union?

Yes and no. The Games are a Forlucan thing and take place in the Forluc Kingdom, but competitors can and do come from other parts of the Caermyr Union. Ultimately however, it is viewed a Forlucan tradition right now rather than a pan-Union thing.
 
The Caermyr Union
[X] The Caermyr Union. The Caermyr Union is a federation where all member states are willingly part of it and the federal government is reliant on soft power to keep its member states in line as it lacks the hard power to take on any of the member states.
Pros: Lots of soft power, leads the world's strongest alliance.
Cons: Limited hard power, powerful subordinates.

The Caermyr Union was thriving and in an unmatched position. It wasn't perfect, but nothing is ever perfect. They had dominance over the northern lowlands and the northern half of the peninsula with vast amounts of people and food. Ore from the Sunset and Sunrise Mountains is turned into metal that flows throughout the Caermyr Union and beyond.

Shrines and dirt paths connect every settlement in the Caermyr Union and they are slowly being replaced by temples and paved roads with the majority of the Caermyr Union having proper temples and roads over mere shrines and paths.

The defences of the Caermyr Union aren't as a good as they could be, but with an unmatched army and wooden walls around every settlement, stone walls and networks of watchtowers aren't as needed as much as temples and roads. Over unneeded defence, the Caermyr Union focus on trade as they deal with both internal trade between member states and foreign trade with the southern lowlander states, the western clans, the Boarfolk tribes and the Catfolk kingdom.

The western clans get along with the Caermyr Union as they are happy to trade whilst the distance means that they don't need to worry about conquest or getting boxed in. Instead the western clans prefer to divide themselves between being Syruth or Cornoc and fight amongst themselves.

The Catfolk kingdom of Thurezea enjoys the arts and crafts of the Caermyr Union, happy to import bronze and gold from the northerners. While strong enough to be an actual if lesser rival to the Caermyr Union, distance means that interaction with the Thurezea Kingdom is limited right now and the main relation between the Caermyr Union and the Thurezea Kingdom is one of trade and stories.

The Boarfolk reside in their steppes, happy to trade with the Caermyr Union, especially when it comes to the Arthwyd Empire and their goods. Disunited and their politics ever changing, one of the few consistencies amongst the Boarfolk tribes is their goodwill towards the Arthwyd Empire and the rest of the Caermyr Union.

The Caermyr Union finds its main foreign woes to its south, in the sections of the lowlands that it does not control. The Sinsearysh Tribes are peaceful and willingly to trade but eschew outsiders and distain closer relations with the Caermyr Union. The Hamefordysh Republic is neither friendly or unfriendly, but is unstable as priests, warriors, traders and crafters all compete with other for influence and power.

The Diondairysh Hierarchy follows its priesthood with its famed sacred warriors enforcing their will, but while their disposition towards the Caermyr Union is neutral, they share no border with the powerhouse of the north. The Bruraysh Kingdom is like the Diondairysh Hierarchy except they have a shaman-king instead of a high priest. The Bruraysh have mighty warriors that even the Caermyr Union respects and they regularly rest their might against wandering Boarfolk tribes.

The Lochanysh Kingdom has the worst relations with the Caermyr Union for the kingdom with its royal family and powerful traders hate magic with a passion. To them, the divinely blessed people of the Caermyr Union with their vast magical knowledge is nothing less than an unnatural and monstrous force of evil.

The Caermyr Union is an unmatched bastion of strength, but even as the future looks bright, there are ways it can be brought down. Even without any woes, there are still ways which the Caermyr Union can improve. There is still land for them to claim, temples and roads to construct, walls and watchtowers to put up, libraries and theatres to build and more knowledge and magical discovers to be uncovered.

Priestesses (6) = Mood: Happy, Ability: Add half of faction power to Mystic, Objective: Start Public Education in 4 Turns, Success/Failure: Free Innovation/-
Representatives (5) = Mood: Happy, Ability: Add half of faction power to Diplo, Objective: Start the Palace in 4 Turns, Success/Failure: +1 Temp Wealth/-
Warriors (4) = Mood: Happy, Ability: Add half of faction power to Martial, Objective: Start the Federal Games in 4 Turns, Success/Failure: +1 Temp Tech/-
Crafters (2) = Mood: Happy, Ability: Add half of faction power to Culture, Objective: Start the Great Marketplace in 3 Turns, Success/Failure: +1 Wealth/-
Traders (2) = Mood: Happy, Ability: Add half of faction power to Wealth, Objective: Start the Great Marketplace in 3 Turns, Success/Failure: +1 Wealth/-

You have three 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 Boats
S: -1 Temp Econ, -1 Temp Tech, +1 Temp Diplo, +1 Temp Wealth, Chance of Innovation,
M: -2 Temp Econ, -2 Temp Tech, +1 Temp Diplo, +1 Temp Wealth, +1 Temp Martial, Additional Effects, Chance of Innovation,

[] [SEC/MAIN] Build Forlucan Temples = (Target)
S: -6 Temp Econ, -1 Temp Mystic, -1 Temp Culture, +1 Forlucan Temple (+1 Mystic per a Temple)
M: -12 Temp Econ, -2 Temp Mystic, -2 Temp Culture, +2 Forlucan Temples (+1 Mystic per a Temple),
-Possible Targets: Lowland Conflux (1/3),
-1 Temple slot unlocked for every 2 Settlements in a province

[] [SEC/MAIN] Build Libraries = (Target)
S: -6 Temp Econ, -1 Temp Mystic, -1 Temp Culture, +1 Library (+1 Tech per a Library)
M: -12 Temp Econ, -2 Temp Mystic, -2 Temp Culture, +2 Libraries (+1 Tech per a Library),
-Possible Targets: Lowland Conflux (1/3),
-1 Library slot unlocked for every 2 Settlements in a province

[] [SEC/MAIN] Build Theatres = (Target)
S: -6 Temp Econ, -1 Temp Mystic, -1 Temp Culture, +1 Theatre (+1 Culture per a Theatre)
M: -12 Temp Econ, -2 Temp Mystic, -2 Temp Culture, +2 Theatres (+1 Culture per a Theatre)
-Possible Targets: Lowland Conflux (1/3),
-1 Theatre slot unlocked for every 2 Settlements in a province

[] [SEC/MAIN] Build Urthrynite Temples = (Target)
S: -6 Temp Econ, -1 Temp Mystic, -1 Temp Culture, +1 Urthrynite Temple (+1 Mystic per a Temple)
M: -12 Temp Econ, -2 Temp Mystic, -2 Temp Culture, +2 Urthrynite Temples (+1 Mystic per a Temple),
-Possible Targets: Lowland Conflux (1/3),
-1 Temple slot unlocked for every 2 Settlements in a province

[] [SEC/MAIN] Build Walls = (Target)
S: -2 Temp Econ, +1 Small Wall,
M: -3 Temp Econ, +1 Large Wall,
-Possible Targets: Lowland Conflux (Small: 1/6, Large: 1/6),

[] [SEC/MAIN] Build Watchtowers = (Target)
S: -2 Temp Econ, +1 Watchtower,
M: -4 Temp Econ, +2 Watchtowers,
-Possible Targets: Lowland Conflux (1/6),

[] [SEC/MAIN] Develop Mine = (Target)
S: -3 Temp Econ, +1 Mine, Chance of Additional Effects,
M: -6 Temp Econ, +2 Mines, Chance of Additional Effects,
-Possible Targets: None

[] [SEC/MAIN] Diplomatic Expedition = (Target)
S: -4 Temp Wealth, +1 Temp Diplo, Chance of increased relationship, more knowledge about the outside world,
M: -8 Temp Wealth, +3 Temp Diplo, Improved Chance of increased relationship, more knowledge about the outside world,
-Possible Targets: Boarfolk Nomads, Arthwyd Empire, Forluc Kingdom, Urthdysh Federation, Colryd Confederation, Grythwyd, Myrthwyd, Thurezea Kingdom, Syruth Clans, Cornoc Clans, Hamefordysh Republic, Sinsearysh Tribes, Diondairysh Hierarchy, Bruraysh Kingdom, Lochanysh Kingdom,

[] [SEC/MAIN] Empower the Empress
S: -1 Temp Diplo, +1 Centralisation, Chance of -1 Stability,
M: -3 Temp Diplo, +2 Centralisation, -1 Stability,

[] [SEC/MAIN] Encourage Innovation
S: -1 Temp Econ, -1 Temp Tech, -1 Temp Mystic, Improved Chance of Innovation,
M: -2 Temp Econ, -2 Temp Tech, -2 Temp Mystic, Greatly Improved Chance of Innovation

[] [SEC/MAIN] Expand Economy
S: +5 Temp Econ, Chance of Innovation,
M: +5 Temp Econ, +1 Econ (2/18) (Limited to 1 per 3 Settlements), Improved Chance of Innovation,

[] [SEC/MAIN] Explore Lands = (Target)
S: -1 Temp Econ, -1 Temp Martial, Chance of new discovery,
M: -2 Temp Econ, -2 Temp Martial, Improved Chance of new discovery,
-Possible Targets: Coastline, Coastal Plains, Ancient Forest, Northern Lowlands, Sea, Sunset Mountains, Sunrise Mountains, Western Coast, Northern Coast, Great Mountain, Southern Lowlands, Boar Steppes,

[] [MAIN] Found Colony = (Target)
M: -6 Temp Econ, -1 Temp Martial, -1 Temp Mystic, -1 Temp Culture, +1 Colony
-Possible Targets:

[] [SEC/MAIN] Influence Member State = (Target)
S: -1 Temp Diplo, Chance of influencing member state's actions,
M: -3 Temp Diplo, Improved influencing member state's actions,
-Possible Targets: Arthwyd Empire, Forluc Kingdom, Urthdysh Federation, Colryd Confederation, Grythwyd, Myrthwyd,

[] [SEC/MAIN] Integrate Subordinate = (Target)
S: -1 Temp Diplo, -1 Temp Mystic, -1 Temp Culture, +1 Progress,
M: -2 Temp Diplo, -2 Temp Mystic, -2 Temp Culture, -1 Centralisation, +2 Progress
-Possible Targets: None

[] [SEC/MAIN] Plant Cash Crops
S: -1 Temp Econ, +1 Temp Wealth,
M: -1 Econ, -1 Temp Econ, +1 Wealth,

[] [SEC/MAIN] Plant Sacred Forests
S: -4 Temp Econ, +0.5 Sacred Forest,
M: -8 Temp Econ, +1 Sacred Forest,
-Sacred Forests = 1.5/???

[] [SEC/MAIN] Send Arthrynite Missionaries = (Target)
S: -1 Temp Diplo, -1 Temp Mystic, Chance of changed relationship,
M: -2 Temp Diplo, -2 Temp Mystic, Improved Chance of changed relationship,
-Possible Targets: Boarfolk Nomads, Forluc Kingdom, Urthdysh Federation, Colryd Confederation, Thurezea Kingdom, Syruth Clans, Cornoc Clans, Hamefordysh Republic, Sinsearysh Tribes, Diondairysh Hierarchy, Bruraysh Kingdom, Lochanysh Kingdom,

[] [SEC/MAIN] Settle Land = (Target)
S: -8 Temp Econ, -1 Temp Martial, -1 Temp Culture, 1 Temp Mystic, +1 Settlement Progress (+1 Mystic per 2 Settlement Progress), +1 Econ,
M: -15 Temp Econ, -1 Temp Martial, -1 Temp Culture, -1 Temp Mystic, +2 Settlement Progress (+1 Mystic per 2 Settlement Progress), +2 Econ,
-Possible Targets: Lowland Conflux (6/15),

[] [SEC/MAIN] Study Magic
S: -1 Temp Econ, -1 Temp Mystic, Chance of Innovation,
M: -2 Temp Econ, -2 Temp Mystic, Improved Chance of Innovation

[] [SEC/MAIN] Study Metal
S: -1 Temp Econ, -1 Temp Tech, Chance of Innovation,
M: -2 Temp Econ, -2 Temp Tech, Improved Chance of Innovation

[] [SEC/MAIN] Study Nature
S: -1 Temp Econ, -1 Temp Mystic, -1 Temp Tech, Chance of Innovation,
M: -2 Temp Econ, -2 Temp Mystic, -2 Temp Tech, Improved Chance of Innovation

[] [SEC/MAIN] Support Subordinate = (Target)
S: -2 Temp Econ, Chance of relationship change,
M: -4 Temp Econ, Improved Chance of relationship change,
-Possible Targets: Arthwyd Empire, Forluc Kingdom, Urthdysh Federation, Colryd Confederation, Grythwyd, Myrthwyd,

[] [SEC] Switch Province Policy = (Select Policy)
S: Change your Province
-Balanced = Does whatever seems reasonable.
-Defensive = Takes defensive martial actions.
-Diplomacy = Focuses on engaging in diplomacy.
-Economy = Takes actions to increase stats. (Currently Active)
-Expansion = Focuses on settling new lands.
-Exploration = Focuses on exploring areas.
-Federation = Focuses on strengthening the federation.
-Infrastructure = Focuses on building infrastructure.
-Megaproject = Focuses on building megaprojects.
-Offensive = Takes offensive martial actions.
-Religion = Focuses on religious actions.
-Study = Takes study actions.
-Trade = Focusing on trade and wealth-increasing actions.

[] [SEC] Change up to two passive policies (5/5)
S: Change your Province
-Agriculture = +3 Temp Econ per turn.
-Arts = +1 Temp Culture per turn.
-Fortifications = +1 Walls or +1 Watchtowers per turn.
-Diplomacy = +1 Temp Diplo per turn. (1)
-Education = +1 Temp Tech per turn.
-Expansion = +0.25 Settlement Progress per turn. (1)
-Exploration = Free Exploration roll each turn.
-Federation = Increases Subordinate loyalty while active.
-Glory = +1 Prestige per turn. (1)
-Infrastructure = +1 regular infrastructure progress per turn. (1)

-Megaproject = +0.5 Megaproject progress per turn.
-Military = +1 Temp Martial per turn.
-Naval = +1 Temp Wealth & +1 Temp Diplo per turn.
-Religion = +1 Temp Mystic per turn.
-Study = Free Innovation roll each turn.
-Trade = +2 Temp Wealth per turn. (1)

[] [SEC/MAIN] Trade Expedition = (Target)
S: -1 Temp Diplo, +1 Temp Wealth, Chance of increased relationship, more knowledge about the outside world,
M: -2 Temp Diplo, +3 Temp Wealth, Chance of +1 Wealth, Improved Chance of increased relationship, more knowledge about the outside world,
-Possible Targets: Boarfolk Nomads, Arthwyd Empire, Forluc Kingdom, Urthdysh Federation, Colryd Confederation, Grythwyd, Myrthwyd, Thurezea Kingdom, Syruth Clans, Cornoc Clans, Hamefordysh Republic, Sinsearysh Tribes, Diondairysh Hierarchy, Bruraysh Kingdom, Lochanysh Kingdom,

[] [SEC/MAIN] Train Sacred Warriors
S: -1 Temp Econ, -1 Temp Tech, +1 Temp Martial, -1 Temp Mystic, Chance of Innovation,
M: -1 Econ, +1 Martial, -1 Temp Econ, -1 Temp Tech, -1 Temp Mystic, Improved Chance of Innovation,

[] [SEC/MAIN] Venerate the Goddesses
S: -1 Temp Econ, +1 Temp Mystic, +1 Temp Culture, Chance of +1 Stability, Chance of +1 Legitimacy,
M: -3 Temp Econ, +2 Temp Mystic, +2 Temp Culture, Improved Chance of +1 Stability, Improved Chance of +1 Legitimacy,

[] [SEC/MAIN] War Mission = (Target)
S: -1 Temp Econ, requires 1 Temp Martial, Chance of damaging target, Chance of losing Temp Martial,
M: -2 Temp Econ, Requires 3 Temp Martial, Greater chance of damaging target, Greater chance of losing Temp Martial,
-Possible Targets: Boarfolk Nomads, Syruth Clans, Cornoc Clans, Hamefordysh Republic, Sinsearysh Tribes, Bruraysh Kingdom, Lochanysh Kingdom,

Mega-Projects
[] [SEC/MAIN] Great Marketplace
S: -4 Temp Diplo, -8 Temp Wealth, -2 Temp Culture, +2 Progress
M: -8 Temp Diplo, -16 Temp Wealth, -4 Temp Culture, +4 Progress
-Progress: 0/4

[] [SEC/MAIN] The Palace
S: -4 Temp Econ, -2 Temp Mystic, -2 Temp Tech, -8 Temp Wealth, -2 Temp Culture, +2 Progress
M: -8 Temp Econ, -4 Temp Mystic, -4 Temp Tech, -16 Temp Wealth, -4 Temp Culture, +4 Progress
-Progress: 0/6

[] [SEC/MAIN] Federal Games
S: -2 Temp Econ, -2 Temp Diplo, -2 Temp Mystic, -8 Temp Wealth, -2 Temp Culture, +2 Progress
M: -4 Temp Econ, -4 Temp Diplo, -4 Temp Mystic, -16 Temp Wealth, -4 Temp Culture, +4 Progress
-Progress: 0/4

[] [SEC/MAIN] Public Education
S: -2 Temp Diplo, -4 Temp Mystic, -2 Temp Tech, -4 Temp Culture, +2 Progress
M: -4 Temp Diplo, -8 Temp Mystic, -4 Temp Tech, -8 Temp Culture, +4 Progress
-Progress: 0/8

[] [SEC/MAIN] Academy
S: -2 Temp Econ, -4 Temp Mystic, -2 Temp Tech, -2 Temp Culture, +2 Progress
M: -4 Temp Econ, -8 Temp Mystic, -4 Temp Tech, -4 Temp Culture, +4 Progress
-Progress: 0/5

***​

Nothing much happening in this update. I spent most of it making the civ sheet and action list so stuff will begin to happen in the next update (or maybe not as I am still getting a feel for things). I have also added passive policies. Passive policies will be generated by provinces and they represent stuff happening in the background. Whatever you choose will be an underlying influence on the mindset of your civ and its culture as these passive policies represent what the civ is passively generating. They won't be the sole influence as actions, player choices and outside factors will also shape things, but passive policies are at least much narrative as they are mechanical.

So this update and the next few will be something of a breather. Everything is going okay and nothing is on fire as both I, the QM, and you guys, the players, get back into things. This update also took me several thousand words when you include all of the notes and background details so I haven't been proofreading it or checking it for spelling or grammar mistakes or mistakes in general.

Please point out any spelling or grammar mistakes that you spot. Please quote them in the thread and explain what you think is wrong so I know what you are referring to. Feel to ask questions for more details and information.

The Caermyr Union
Ancient Federal Parliamentary Monarchy
Upper Centralization Limit: 8
Lower Centralization Limit: -4
Admin Strain Free Provinces: 6
Penalty Accumulation: Additional +2 Lower Centralisation required per 1 Province
Player Actions: 3 Secondary Actions +1 Secondary Action per 2 Provinces
Province Actions: 1 Secondary Action per 1 Province
Subordinates: 2
Special: -1 Temp Econ Damage per a Province
Special: Member States don't count towards the subordinate limit.
Special: Additional Stats from Member States

Ancient Palace Economy
Temp Econ Damage: Event, -1 per 1 Centralisation,
Wealth Generation: 1 per Dominant,
Passive Policies: +1 Passive Policy per 1 Province.
Additional Actions: +1 Secondary Province Action per 2 Provinces
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
: 14 (14) (+2)
Econ: 15 (15)
Martial: 8 (8)
Mystic: 15 (15)
Culture: 9 (9)
Tech: 5 (5)
Wealth: 15 (15) (+2)

Legitimacy: 3/3
Stability: 3/3
Centralisation: 6
Hierarchy: 7
Prestige: 23 (+1)

Statuses
Expensive Free Labour: All Wealth Costs are quadrupled, +2 to Innovation Rolls,
King of the Hill: +1 Temp Diplo at the start of each turn,
Trade Dominance (Bronze Goods) (Arthwyd): +3 Wealth
Trade Dominance (Copper Goods) (Arthwyd): +1 Wealth
Trade Dominance (Gold Goods) (Arthwyd): +3 Wealth
Trade Dominance (Silver Goods) (Arthwyd): +1 Wealth

Diplomatic Relations
Miscellaneous Relations
Your opinion/Their opinion/Frequency of Contact
Boarfolk Nomads = Very Friendly/Very Friendly/High
Syruth Clans = Neutral/Neutral/Medium
Cornoc Clans = Neutral/Neutral/Medium
Hamefordysh Republic = Neutral/Wary/Medium
Sinsearysh Tribes = Unfriendly/Unfriendly/Low
Diondairysh Hierarchy = Neutral/Wary/Low
Bruraysh Kingdom = Neutral/Wary/Medium
Lochanysh Kingdom = Unfriendly/Hated/Low
Thurezea Kingdom = Curious/Respected/Low

Subordinates
Type/Loyalty/Dependence
Arthwyd Empire = Member State/Extremely High/Very Low
-Grythwyd = Member State Colony/Extremely High/Very Low
-Myrthwyd = Member State Colony/Extremely High/Very Low
Forluc Kingdom = Member State/Extremely High/Very Low
Colryd Confederation = Member State/Extremely High/Low
Urthdysh Federation = Member State/Extremely High/Low

Religion
Arthrynite "Followers of Arthryn"
Deities
: Arthryn and her Daughters
Beliefs: Equality, Community, Understanding
Abilities: Fairness (Reduced Discrimination), Independent (Independent Infrastructure), Compassion (Boost to improving relationships)

Forlucan "Worshipper of the Forluc Pantheon"
Deities
: Nalniryn, Zaranna, Evatine & Eredan
Beliefs: Prestige, Community,
Abilities: Ambition (Bonus to prestigious endeavours)

Urthrynite "Followers of Urthryn"
Deities
: Urthryn
Beliefs: Magic, Knowledge, Love
Abilities: Mystical (Increased Chance of Magical Innovation), Dogma (Increased Cohesion), Love (Increased Happiness),

Values & Legacies
Agricultural Innovators: +1 Temp Econ to Farming actions,
Ancient Inspirations: Increased cultural spread to neighbours and trade partners.
Ancient Reformers: All Reforms are cheaper.
Ancient Federation: Increased respect for the federal government by member states.
Chosen of Arthryn: Gain +1 to all Innovation Rolls,
Chosen of Nalniryn: Gain +1 to all Innovation Rolls,
Chosen of Urthryn
: Gain +1 to all Innovation Rolls,
Chosen of Ymarn
: Gain +1 to all Innovation Rolls,
Improved Administration
: +1 Admin Strain Free Provinces.
Rush Builders: Extended Projects take less actions, but each action is more expensive,
Bronze Blooded: +2 Temp Econ to Econ Generation Actions,

Communal Unity
One must stand by their community with loyalty and kindness for looking after your neighbours and community of the highest importance. As per the teachings of the goddesses, standing united with the rest of your community is a righteous thing.
Pros: Greatly Reduced Internal Discontent, Greatly Increased Resistance to Foreign Intrigue,
Cons: Increase stability loss from taking actions which harm the People, Discourages disunity,

Fair Treatment
While not everyone is equal in the end, they deserve a chance to prove themselves and regardless of who they are or the nature of their birth, they deserve to be given fair treatment.
Pros: Decreased social stratification, Decreased Discrimination,
Cons: Decreased social stratification, Many think you weak,

Sacred Warfare
The People do not abandon their own for it is their sacred duty to protect each other and fight evil. They stand by their neighbours and community through thick and thin and do not yield when it comes to protecting their fellows for that is their duty as commanded by the divines for they shall not give in to the forces of evil.
Pros: Increased Unity during times of crisis, Sacred Warriors, Increased loyalty from religious subordinates, Bonus to fighting those with differing ideology,
Cons: Legitimacy loss when abandoning members of the People to harm and danger, increased Legitimacy loss when the threat is from those with conflicting beliefs, Stability loss when defeated by those of a differing ideology,

Women are Queens, Men are Warriors
Men and women are equal, but better at different things and it is wise to take advantage of this. Just as women are naturally suited for ruling and peaceful pursuits, men are naturally better at war and fighting.
Pros: Better stats for the royal family, Bonus to peaceful actions when you have a female ruler, Increased chance of getting a Male Martial Hero,
Cons: Increased social stratification, Increased gender discrimination,

Maternal Guardians
The Arthwyd are the most civilised and powerful nation in the known world. As a result, it is their duty to guide and help less civilised people, like a priestess caring for the children.
Pros: Increased Cultural Spread to Neighbours and Trade Partners, Increased Assimilation,
Cons: Must help foreigners in time of need,

Federated Code of Laws (Bronze Age)
A standardised set of laws that all of the Caermyr Union has to follow, these laws are focused on being fair and providing justice to the people of the Caermyr Union.
Effects: Increased Loyalty from Subordinates, Chance for Unrest to not occur,
-Shared: Arthwyd Empire, Forluc Kingdom, Urthdysh Federation, Colryd Confederation, Grythwyd, Myrthwyd,

Technologies
Carts
Straw/Reed Rope
Wheel
Wicker

Agriculture
Fertiliser (Primitive Compost & Manure)
Irrigation
Concept of Growth Energy
Two-Field Crop Rotation

Animals
Cats
Cows
Dogs
Dire Boars
Fowls
Griffins
Horses
Sheep

Construction
Fired Bricks
Mortar
Stone Blocks

Fishing & Boats
Canoes
Fishing Nets
Longboats
Rafts
Sails
Walnut Oil
Waterproofing

Hunting
Baits
Taming

Materials
Bone
Bronze
Copper
Gold
Furs
Hide
Leather
Silver
Tin
Stone
Urthmyr
Wood
Zinc

Medicine
Basic Human Anatomy
Dosage
Herbalism
Painkillers
Poisons

Metallurgy
Alloys
Kilns
Metal Smelting
Administration
Ideograms
Cuneiform
Dedicated Messengers
Legal Code
Libraries
Memory Stone Record Keeping
Standardised Construction
Standardised Record Keeping
Stone Record Keeping
Tally Marks

Arts
Earthenware Pottery
Metal Jewellery
Religious Performances
Stoneware Pottery
Stone Carvings
Vocal Storytelling

Diplomacy
Bribery
Expeditions
Gifting
Immigrants
Negotiations
Refugees
Trade

Leadership
Elders
Elective Succession
Heredity Succession
Local Leadership Delegation
Monarchy
Priests
Primogeniture
Province Governors
Royal Bloodline

Philosophy
Primitive Noblesse Oblige
Primitive Theology
Primitive Citizenship
Right of Freedom

Religion
Missionaries
Priests
Religious Tolerance
Sacred Animals
Shrines
Temples
Tribute
Defences
Wooden Palisade
Stone Wall
Watchtowers

Personal Protection
Bronze Partial Plate
Bronze Scale Armour
Gambeson
Hide Shields
Wicker Shields
Wood Shields

Organisation
Dedicated Scouts
Dire Boar Cavalry
Divine Champions
Heavy Infantry
Hunting Groups
Professional Sacred Warriors
Skirmishers
Tactical Formations
War Dogs

Theory
Ambush Tactics
Battle Lines
Combined Arms
Outflanking
Shield Walls
Skirmishing
Supply Lines
Tactical Formations

Weapons
Bows & Arrows
Divine Magic
Javelins
Lead Balls
Maces
Slings
Spears
Sword
General
Divine Blessing
Divine Magic
Arcane Magic (Theoretical)

All-Seerist Divine Magic
Detect Demons (Limited)
Detect Undead (Limited)
Detect Unliving (Limited)
Future Seeing (Basic)
Guided Attacks (Expert)
Increased Accuracy (Expert)
Scrying (Basic)
Truth Detecting (Basic)

Arthrynite Divine Magic
Aspect Blood Copy (Basic)
Blood Binding (Limited)
Blood Binding: Demons (Limited)
Blood Oath (Limited)
Blood Sacrifice (Advanced)
Spiritual Blood Bond (Limited)
Stone Manipulation (Expert)
Stone-Skin (Expert)
Trait Self-Boosting (Basic)

Bronwynite Divine Magic
Empathy (Limited)
Lust Induction (Limited)

Wyrnite Divine Magic
Bad Luck Induction (Limited)
Good Luck Induction (Limited)
Memory Stones (Basic)
Songs of Courage (Limited)
Songs of Defiance (Limited)
Songs of Freedom (Limited)

Ymarnite Divine Magic
Birth Control (Basic)
Disease Cure (Expert)
Fertility Boost (Limited)
Increased Weapon Skill (Basic)
Plant Growth Boost (Limited)
Wound Healing (Expert)

Blood Arcane Magic
Aspect Copy (Expert)
Aspect Steal (Expert)
Blood Binding (Basic)
Blood Binding: Demons (Limited)
Blood Oath (Basic)
Blood Sacrifice (Advanced)
Spiritual Bond (Expert)

Death Arcane Magic
Control Undead (Advanced)
Mass Raise Mindless Undead (Advanced)
Raise Sapient Undead (Basic)

Fertility Arcane Magic
Birth Control (Expert)
Fertility Boost (Expert)
Lust Induction (Basic)

Light Arcane Magic
Hardlight Shield (Basic)
Healing Light (Expert)
Light Beams (Basic)

Probability Arcane Magic
Bad Luck Induction (Limited)
Good Luck Induction (Limited)
 
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The Lochanysh Kingdom has the worst relations with the Caermyr Union for the kingdom with its royal family and powerful traders hate magic with a passion. To them, the divinely blessed people of the Caermyr Union with their vast magical knowledge is nothing less than an unnatural and monstrous force of evil.

How does this society survive? I mean, hating magic means that they both reject all the advantages magic brings, and must get into conflict with every other civilization, because all of those will use magic too.

Crafters (2) = Mood: Happy, Ability: Add half of faction power to Culture, Objective: Start the Great Marketplace in 3 Turns, Success/Failure: +1 Wealth/-
Traders (2) = Mood: Happy, Ability: Add half of faction power to Wealth, Objective: Start the Great Marketplace in 3 Turns, Success/Failure: +1 Wealth/-

Is this bonus instant? To clarify what I mean, can we finish the Great Marketplace in 1 turn, by utilizing the +1 wealth here to pay for it?
 
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