[X][task] Reform Army
-[X][task] even mix of specializations, warrior nobles as heavy infantry if they aren't already
[X][task] Expand mines
[X][task] study[Markets]
[X][task] More fishing boats(max 1 more)
[X][warriors] Allow them to join
Adhoc vote count started by sunrise on Jul 22, 2019 at 6:13 AM, finished with 9 posts and 2 votes.
[X][task] Seek union (Bison Hill)
[X][task] Reform Army
-[X][task] even mix of specializations, warrior nobles as heavy infantry if they aren't already
[X][task] worship Heroes
[X][task] Expand mines
[X][warriors] Allow them to join
[X][task] Reform Army
-[X][task] even mix of specializations, warrior nobles as heavy infantry if they aren't already
[X][task] Expand mines
[X][task] study[Markets]
[X][task] More fishing boats(max 1 more)
[X][warriors] Allow them to join
[X][task] Reform Army
-[X][task] even mix of specializations, warrior nobles as heavy infantry if they aren't already
[X][task] Expand mines
[X][task] study[Markets]
[X][task] More fishing boats(max 1 more)
[X][warriors] Allow them to join
awww. yeah I guess we'll have to go this route. Need more cohesion stuff first.
@sunrise, will switching government to feudal or theocratic give us cohesion in addition to the cohesion we get from the required leaders? Also I think we should be on +2 culture a turn with the free priests.
Also, what are everyone's thoughts on feudal/theocratic?
@sunrise, will switching government to feudal or theocratic give us cohesion in addition to the cohesion we get from the required leaders? Also I think we should be on +2 culture a turn with the free priests.
You will get just the cohesion from the required leaders when you adopt a new government form as i think a 5th player action + a 2nd faction action is powerful enough on its own.
Adhoc vote count started by sunrise on Jul 23, 2019 at 3:30 AM, finished with 13 posts and 2 votes.
[X][task] Reform Army
-[X][task] even mix of specializations, warrior nobles as heavy infantry if they aren't already
[X][task] Expand mines
[X][task] study[Markets]
[X][task] More fishing boats(max 1 more)
[X][warriors] Allow them to join
[X][task] Reform Army
-[X][task] even mix of specializations, warrior nobles as heavy infantry if they aren't already
[X][task] Expand mines
[X][task] study[Markets]
[X][task] More fishing boats(max 1 more)
[X][warriors] Allow them to join
To promote debate ill add a study project based on the arguments why the nation should go for a type of movements that will be added once the government has been adopted.
Trade station(Big island(both) bonus: +3 growth
Trade station(Deer hunters(ours)bonus: +2 growth
Trade station(Bison hill(both): bonus: +3 growth
warriors support deer hunters 19: victory due numbers
reform army 63: reformed army
expand mines 36: +1 bronze per turn cost: 1 current workers, 1 base workers
study markets 63+10: +73 to markets at 93/100
more fishing boats 44: +1 growth 1 base transportation(river)
farming 85: +20 flax growing at 40/100
hunting 21 -1 growth
fishing 8: -4 growth
event 56: no event
current learning is 0: +0 all study projects
50 growth: +1 base workers, -2 growth per turn
end of turn current regen: +1 workers, , +1 learning
Buildings:
Palace: Rivermeet
House of the gods: Stonemeet
palisades: Old town, Flint, Riverbend
Stone walls: Rivermeet, Stonemeet
Longhouses: all settlements
Towns: Riverbend and Rivermeet
stability roll = 99, Stability: very High
Cohesion:
+04 base
+01 abstract tally
+01 Cuneiform writing
+02 Master artisans
+02 Warrior nobles
+02 Priests
+09 Trail markers
+01 Patrol lands
+04 Palace
+02 Filled Granaries
+00 for having a hero
+00 per admin hero(+2 each)
-24 settlements(3x8)
-01 outpost
=
+3
Tribes Status:
Stability: very High.
Growth +11 15/50
6 bronze, +1 per turn
Wealth: 3, +1 per turn
Culture 22 +2 per turn
Cohesion: +1
With the expansion of the copper mines at Green Rock the village there has grown into the center of weapon production of the nation. To feed these new mines more fishing boats where build
[+1 bronze per turn, +1 growth per turn]
While the mines where being expanded our nobles led our warriors north to help the Deer hunters in taking the Northern hills. As our army arrived it became clear that the Deer hunters had troubles marshaling their army and they had every crafter they have producing carts to help move supplies. During the campaign these issues forced both armies to fight separately most of the time as both collected food by hunting to supplement their supplies. The fighting itself took longer then expected as the orcs realized they where outnumbered and fought a campaign of hit and run raids for several years before retreating to the mountains to the northeast.
[Deer hunters own the Northern hills, +10 relations with Deer hunters]
After the fighting was over the nobles started applying the lessons learned to the tribes warriors. First they decided that all nobles should be trained as heavy infantry and a single group started spending far more time training with their bows. Two groups where focused on maneuvering and where equipped with javelins making them the best skirmishers of the tribe.
The nobles want to change the nation into a feudal State but the other leaders have objections about training all of our workers as nobles. What did the nations leaders decide?
[feudal] To become feudal as fast as possible
The nobles will recruit more nobles each turn even if this takes us to 0 base workers
[feudal] Keep minimal reserves
The nobles will recruit more nobles each turn even unless this takes us to 0 base workers
They will work on increasing growth if the tribe is at 1 base workers
[feudal] Work on improving weapons instead
The nobles will make sure all warriors and nobles have longbows and short swords.
name: current quest, reward for completing quest / penalty for failing quest
Farmers: farm flax, +5 wealth / -
Crafters: complete study: farm flax, +1 current crafting / -
Warriors: have 3 noble warriors, government becomes feudal, 5 actions, +1 warrior faction action, warrior faction will do farming actions for growth / -
Traders: build market , +5 wealth / -
Priests: have 3 groups of dedicated leaders(priest) , government becomes theocracy , 5 actions, +1 priest faction action, priest faction will do culture actions / -
Elders: train warrior nobles +20 to study land reform / -
Leaders: finish study land reform +1 growth per turn / -
Faction actions/special bonuses:
Warrior faction takes one action after the players
The islanders have started to adopt the system of apprentices first developed by us and continuing to expand their fishing fleets.
Stability: average
Growth +6 40/50
0 bronze, +0 per turn
Wealth: 0, +0 per turn
Cohesion: +4
Major Buildings: Stone walls(Big Island, Small Island) , warrior halls x2
current/base:
Workers 3/3
Crafters 1/2,5
Learning 1/1
transportation(land) 1/1
transportation(river) 3/3
Leaders:
Fighters: 2x warriors(stone spears/bows), 2x hunter militia(stone spears/bows), 3x militia(stone spears/bows)
Actions 4:
more fishers
build fishing boats
build boats
trade(with us, apprentices for food)
Among the traders the bison hill send to us that where studying our system of apprentices there some that had young children and they managed to get them an apprenticeship at the palace and they returned home several years later ready to adopt the system at Bison hill.
Stability: above average
Growth +7 49/50
1 bronze, +0 per turn
Wealth: 0, +0 per turn
Cohesion: +3
News from the Dragon sons is arriving once more via the Firal that trade with a tribe to their west where there are missionaries from the Dragon sons and they tell of a new Artisan hero at Dragons rest that had set up their first bronze smelter.
The swamp dwellers have developed fishing nets while their chief is almost done creating the network of trails he is building.
Swamp dwellers(+40)
Fights orcs supported by the islanders(big island tribe).
Lacks: most modern tech imports the small amount of advanced tools they use.
Has: Warriors and control over a lot of swamp, fishing nets
Southern forest Tribes(+20)
The name for all of the minor tribes living to the south of the great river.
Lacks: permanent settlements
Has: bands of hunter gatherers.
The tribe can do 4 tasks each turn, negative events happen if stats go below 0.
[task] Festival
Holds a festival showing of the tribes values.
DC 25: +1 culture,
DC 55: +2 culture
DC 85: +3 culture
[task] Build shrine
Build a smaller version of the house of the gods so they can be worshiped at all settlements
+5 culture
Valid targets: Flint, Rivermeet, Riverbend, Green Rock, Mid River
[task] Send missionaries
Cost 10 culture
Send a group of missionaries to a settlement to spread our beliefs and culture
Valid targets:
Deer hunters(0/4), Bison hill tribe(0/4), Islanders(1/3), Swamp dwellers(0/4), southern forest tribes(0/3), Firal(0/3)
[task] Train priests(max 1 per 3 shrines(1), 3 settlements with missionaries(0) + 1 for house of the Gods= 1/1 trained)
Cost: 1 base workers, 1 current learning, 30 culture
+0,1 base learning, +1 culture per turn
Ensure there are priest that know the stories of all of our heroes in our settlements
[task] Study tales of past heroes
Study tales of the actions of the heroes in the past to find answers for today's problems.
Cost: 20 culture
+2 current learning
[task] conquest
Take control of the lands surrounding the tribe
All groups send get -5 on their roll as they stay in the conquered area to control it.
there is a additional penalty of -5 per 25% losses taken in the battle.
Each time this task is taken more groups join(max 3 per time this action is taken).
results in a battle.
Targets:
Southern riverbank: the land along the great river under orcish control
The warriors think there are about 12 groups of orcs and 3 of those are warriors.
Eastern lands: the orc controlled area's east of us.
This is where the center of the nearby orc tribe is, not scouted so enemy numbers unknown
Northern hills: The cold hills north of Green rock
The warriors think there are about 5 groups of orcs and 1 of those are warriors.
Cost: 1 current transportation to supply them
[task] Raid
When raiding the tribe enters a area fights and returns home afterwards.
Each time this task is taken more groups join the raid
Write in the groups you want to send(max 3 per time this action is taken)
Targets: none
Cost: 1 current transportation to supply them
[task] Craft bronze spears
DC 20: one group gets bronze spears
DC 50: two groups gets bronze spears
DC 70: one groups gets bronze spears
Cost: 1 current crafters, 1 bronze
[task] Craft bronze short swords
DC 40: one group gets bronze spears
Cost: 1 current crafters, 1 bronze
[task] Craft longbows
DC 20: one group gets longbows
DC 50: two groups gets longbows
DC 70: one groups gets longbows
Cost: 1 current crafters
[task] reform army
You can pick specializations for all warriors and nobles that do not have one.
[task] patrol lands(max one per 3 groups of warriors/nobles)
Organize the nations warriors into patrols against bandits and orcish raiders.
+1 cohesion
[task] Train warriors - specialization
Trains a new group of warriors armed with bronze tipped spears and bows.
heavy infantry(+10 melee attacks,+20 defense and no ranged attacks)
archers(+20 ranged attacks,-10 defense and melee attacks)
skirmishers(attacks twice in the first ranged combat round, more likely to be attacked during ranged combat, +5 to all maneuver rolls)
Cost: 1 base workers, 1 current crafters, 1 bronze
[task] Expand militia
Trains a new group of militia armed with stone tipped spears and bows
Cost: 1 growth per turn, 0,5 current crafters
[task] Patrol lands(max one per three settlements)
+1 cohesion this turn
Sets up additional patrols to guard our lands.
Cost: none
[task] build warrior halls
target: any
+5 to a single non combat military action each turn
Cost: 1 current workers, 1 current crafters
[task] Build palisade
All camps have a palisade
DC 10 palisade bonus next turn DC 50 bonus this turn.
Cost: 1 current workers
[task] stone walls
target: Riverbend, Heroes rest, Mid River, Old town, Flint
DC 20 wall bonus next turn DC 70 bonus this turn.
gives a +20 bonus if the settlement is the target of a raid.
Cost: 1 current workers, 1 current crafters
[task] Hire mercenaries
Hire a group of mercenaries to fight for us
cost 8 wealth per group and you can hire as many as you can afford with a single action.
they fight as well as militia and are armed with stone tipped spears and bows
[task] Mine copper
get 1 bronze at DC 30, 2 bronze at DC 55, 3 bronze at DC 70
Cost: 1 current workers
[task] Expand mines
+1 bronze per turn
Cost: 1 current workers, 1 base workers
[task] Produce tools
use workers to produce tools.
+2 current crafters
Cost: 1 current workers
[task] organize workers
Spend time to find more workers
+2 current workers
[task] Train crafters
Cost: 1 base workers
gives +0.6 base crafters, 1 more max build workshops
[task] build Workshops(5 of 5 build)
Dedicated places for our artisans or potters to work
gives +0.5 base crafters
Cost: 1 current crafters
[task] build Boats
Build boats
gives +0.5 base transportation(river)
Cost: 1 current crafters
[task] build wagons
Build boats
gives +0.5 base transportation(land)
Cost: 1 current crafters
[task] Choose Dedicated leaders
Turns a group into dedicated leaders
+2 cohesion, -1 base workers, -0,2 base crafters to supply them
there are several kind of leaders and depending on the culture of the tribe one or more can be chosen.
If there are more then one type of dedicated leaders and there are more actions then the tribes rulers can control the leaders will form a faction taking over control of that action.
Warrior Nobles
Warrior Nobles spend their time ruling the tribe and lead in battle.
They fight as well as warriors but will take of artisan actions to make sure they have the best weapons the tribe can make.
For each group of warriors a tribe has it can have a group of warrior nobles.
Hunter Nobles
Spend their time hunting and produce 2 food per turn but you can have one less hunting action.
Master Artisans
+0,2 base crafters, +0,1 base learning
You can have one group of Master Artisans per 2 groups of artisans a tribe has.
Priests
Give a bonus related to the tribes religion
Requires a house of the gods or locked worship gods action
+0,2 base learning
[task] Maintain camp
Add the result of this roll to the stability roll.
Can be taken once per three turns.
On a 90+ roll gain a administration hero.
[task] scout[target]
Write in target based on the map
DC 30 to 50 depending on the site
If resources are not found the DC is reduced by roll/2.
[task] Create outpost
valid locations: None
Creates a outpost to claim a settlement site for the tribe
Each outpost reduces cohesion by one.
Allows the tribe to use resources in an area
DC 10: success.
cost 1 current workers
[task] Collect more grain from farmers
Increase the amount of grain collected from farmers
-5 growth per turn, +1 wealth per turn
[task] Create new settlement[location]
valid locations:
Heroes Rest(+1 max fishers, +1 max farmers, +1 max hunters)
Each settlement created increase the maximum farming and hunting actions by one.
Each settlement reduces cohesion by three.
DC 10: settlement is created
DC 30: camp is created with simple shelters
DC 70: camp is created with longhouses
cost 1 base transportation, 2 current workers, 2 current crafters
[task] Expand settlement into town
valid locations: none
Gain +2 growth per turn, new building allowed
cost 1 base transportation, 1 current workers, 1 current crafters
[task] Construct Longhouses
max once per settlement
Valid targets: none
+1 growth per turn
cost 1 current workers
[task] Trail markers(max = number of settlements +1)
With trade between the camps on the rise a network of trail markers would allow easier travel.
DC 30: Trail markers provide bonus next turn DC 80: bonus this turn.
Each trailmarker improves cohesion by 1.
cost 1 current workers
[task] Create roads at 250/300
The first roads are created by clearing a path wide enough for a travois and removing all obstacles like fallen trees from it.
It also includes log bridges to cross streams and prepared campsites for travelers.
progress needed: 50 points per settlement and outpost.
+1 transportation(land) per settlement or outpost connected.
cost 1 current workers, 1 current crafters
[task] worship Heroes
Seek the favor of the divine.
DC 30 get +5 and DC 75 get +10 on all other task rolls
[task] Connect tribes [write in target]
Improves relations(+10) and trade with other tribes by creating improved connections using roads and canoes.
Both tribes will get +5 more on a study project from trade stations.
Possible targets:
Deer hunters: 1 current workers, 0/100 for road connection
Big island: 1 base transportation(river) always successful.
[task] Trade
Valid targets are the following tribes: Bison hunters, children of the river, Hill hunters, big island tribe.
Collect teachers, create tools and prepare food to trade to the target.
+1 growth if trading with bison hill from having roads and bison pulled travios.
write in to target specific tribes/thing to trade
When trading techs both gain 1d100 on the tech, if one side does not have tech the other gets +2 culture instead.
DC 15: trade successful. 2 growth/1 tools
DC 50 gain 3 growth/2 tools
DC 65: gain one culture at the group you are trading with.
DC 80 gain 5 growth/3 tools.
DC 90: +5 relation boost
cost: 1 current transportation
[task] Trading station
Sends a small group of traders to live among a nearby tribe to collect goods to trade back home.
Valid targets: Firal
The owner gains +10 progress on a random tech the target owns or +2 growth if there is none
The tribe where the station is gains: +5 progress on a random tech of the owner of the station or +1 growth if there is none
DC 20 station is created get bonus next turn
DC 60 get bonus this turn.
cost: 1 base transportation
[task] Internal trade
Spend time moving goods within the nation.
+2 growth +1 wealth
[task] Seek union
Try to convince another tribe or to join ours.
Will require additional actions to complete the union.
DC is 100-(relations - (5 * number of settlements without missionaries)
requires: advisors, trade station and connection with target tribe/nation.
less then 30: action can not be retried for 2 turns
DC 30: get new actions to join the tribes.
DC 49: the children of the river will ask our master artisans for advice and gain more information about them
DC 60: +5 relations
[task] Give gifts
Valid targets are the following tribes: Bison hunters, swamp dwellers, southern forest tribes ,Deer hunters, big island tribe.
Sends out gifts to influence other tribes
Up to 5 additional current crafting can be consumed to get a +20 bonus per current crafting.
Up to 5 growth can be consumed to get a +5 bonus per growth.
current learning can be spend to give techs, one is needed per tech and gives +2 culture +10 relations per tech
DC 45: +1 culture,
DC 65: +5 relation boost
DC 75: +2 culture
DC 90: +10 relation boost
DC 115: +3 culture
DC 145: +15 relation boost
cost 1 current transportation, 1 current crafting
[task] Send advisors
Our tribe is well known for the skills of our leaders, artisans and farmers we can send a small group to the other tribes to advice them.
The other tribe gets the advisors status giving them +30 to all rolls to trade or study task that we have completed
We get +10 on all diplomatic and trade rolls with that tribe and increased rewards for all 80+ rolls with that tribe
We also get a +20 relations boost and get to know their stats.
Cost: 0.1 base learning per tribe
None at the moment
[task] build harbor
Build a harbor to store and maintain the tribes boats
+1 more fishers allowed
Cost: 1 current crafters
target: None
[task] Build granary
The granaries of the state provide a stockpile against famine and a source of rewards for those working for the tribe
2 more granaries are needed for +1 cohesion
Cost: 1 current workers, 1 growth per turn, 5 growth
DC 20 granary constructed
[task] Gather plants(max 2 more)
Provides food by collecting edible plants.
Cost 1 base workers
+1 growth per turn
[task] Tend Orchards (max 1 more)
Provides food from Orchards.
Cost 1 base workers
+2 growth per turn
[task] More Farmers (max 2 more)
Sow and harvest food.
Cost 1 base workers
+2 growth per turn, +1 max plow tasks
[task] More plows for farmers 3/7
Additional plows
cost: -1 bronze, -1 current crafters -0,1 base crafters
+1 growth per turn
[task] More bison for farmers 2/2
+1 growth per turn
Cost 1 current workers
[task] Clear forest (max twice more)
-1 max hunting task, +2 max Farming tasks.
DC 20
Cost 1 current workers
[task] Primitive irrigation 3/4
Improved irrigation allows more land to be farmed.
+1 max farmers
Cost 1 current workers
[task] Fishing (max 6 more )
Fish in the great river of the forest
Cost 1 base workers
+2 growth per turn, +1 max fishing boats
[task] More fishing boats(max 0 more)
+1 growth per turn
cost 1 base transportation(river)
[task] Hunting(max 2 more)
Cost 1 base workers
+2 growth per turn, +1 max trap line
[task] Herding (Bison)(shares max uses with hunting)
Cost 1 base workers
+2 growth per turn, +0.5 base transportation(land)
[task] Build trap line(max 0 more)
Creates a line of traps increasing the amount of food collected by hunters.
+1 growth per turn
Cost 1 current crafters
All research projects advance each year at the rate of 5* current learning
[task] Experimentation
Have the crafters work on trying out what new ideas are possible.
Gives +1 current learning
Cost 1 current crafters
[task] Fund research
Provides funds to those having ideas that can help the tribe
Gives +1 current learning
Cost 10 wealth
[task] Expand education
Spend less time on producing food and teach the use of our tally system to a larger part of our tribe.
Gain 0,1 base learning
cost: 1 growth per turn
[task] Teach our leaders to read
By teaching all our leaders to read we create a small group in the tribe that can store ideas in writing and learn from those that lived before them.
increases the cost of choosing dedicated leaders by 1 current learning and you gain an additional 0,1 base learning for each group recruited
Gain 0,5 base learning
cost: 3 current learning, Cost 1 current crafters, 10 wealth
[task] Study[target]
Some new ideas result in new tasks right away others need more time or dedicated study to use.
You gain progress equal to (1D100+10)
cost: 1 current learning
- Scale armor 30/100
The production of scale armor will take far longer then crafting a sword or spearpoint but will provide unmatched protection.
unlocks:
Task craft scale armor
The production of scale armor takes far longer then crafting a sword or spearpoint but will provide unmatched protection. gives +10 to the defense roll and requires 0/100 to make(if roll is over this it is used for the next set of scale armor)
costs 1 bronze, 1 current crafting
- Markets 93/100
By organizing markets at fixed places and times trade can be promoted.
Allows the creation of markets at our towns giving +1 wealth per turn
- Land reform 20/100
Gives new options for land management
early feudalism: build fortified manors, +1 cohesion, max one per group of nobles
theocracy: Monasteries: +1 culture per turn, +1 growth per turn, +1 max group of local priests per monastery, max one per three settlements.
- Herding dogs 50/100
herding:
new growth boosting task for herding.
- Flax farming 40/100
Clothing is made from leather and woven plants but until now the plants being used are collected from the wild.
By producing them on our farms more clothing can be made.
Unlocks grow flax, costing 1 base workers and sharing max use with farming giving +1 wealth per turn.
- Scouting dogs 20/100
We already have and use dogs for hunting but further training can help with tracking orcs and other enemies of the tribe
Get a +5 bonus on scouting dogs
- The orcs 30/100
After several fights with the orcs we can gather what we know about them to get a better idea about them.
[task] Teach our leaders to read
By teaching all our leaders to read we create a small group in the tribe that can store ideas in writing and learn from those that lived before them.
increases the cost of choosing dedicated leaders by 1 current learning and you gain an additional 0,1 base learning for each group recruited
Gain 0,5 base learning
cost: 3 current learning, Cost 1 current crafters, 10 wealth
New, expensive way to boost base learning
[task] Fund research
Provides funds to those having ideas that can help the tribe
Gives +1 current learning
Cost 10 wealth
New way to spend wealth.
[task] patrol lands(max one per 3 groups of warriors/nobles)
Organize the nations warriors into patrols against bandits and orcish raiders.
+1 cohesion
Only 1 more group of warriors/nobles is needed before this can be done once more.
- Land reform 20/100
Gives new options for land management
early feudalism: build fortified manors, +1 cohesion, max one per group of nobles
theocracy: Monasteries: +1 culture per turn, +1 growth per turn, +1 max group of local priests per monastery, max one per three settlements.
[X][feudal] Work on improving weapons instead
I am interested in switching to a theocratic government, so the warriors should improve their weapons
[X][task]Experimentation
[X][task] Choose Dedicated leaders [Priests]
[X][task] Choose Dedicated leaders [Priests]x2
[X][task] build Boats
This will use up all our base workers, but I am confident that we can use the organize workers task to cover worker needs for the near future. The experimentation is so we have 2 current learning at the end of the turn and so autocomplete markets. @sunrise, is this the way you want us to indicate a plan that repeats an action (if such a thing is possible)?
This will use up all our base workers, but I am confident that we can use the organize workers task to cover worker needs for the near future. The experimentation is so we have 2 current learning at the end of the turn and so autocomplete markets. @sunrise, is this the way you want us to indicate a plan that repeats an action (if such a thing is possible)?
There is no government type based on artisans mostly because i cant think of historic examples that would fit our tribe, the Italian merchant republics are probably the closest in real life but these where single cities with colonies and mostly focused on the trade on the Mediterranean.
@sunrise, shouldn't we have completed the crafter quest or did we get the same quest as before? Also, what happened to the settlement we built in turn 48?
[X][task] Create road
[X][task] Connect tribes Deer Hunters
[X][task] Study - The orcs
[X][task] Trading station - Firal Tribes
@sunrise As it seems people are determined to immediately have us complete the Theocracy government change quest this turn, can you give us some advice on the effects of doing that? Especially as we have the Warrior Nobles asking to become the leaders right now, and we say no then make sure the Priests become the leaders instead of them...
@sunrise, shouldn't we have completed the crafter quest or did we get the same quest as before? Also, what happened to the settlement we built in turn 48?
Added a new crafting quest: Crafters: complete study: farm flax, +1 current crafting / -
As one of the uses of flax is the creation of rope.
The settlement at the Lake is growing fast the recently trained fishers are all working there.
@sunrise As it seems people are determined to immediately have us complete the Theocracy government change quest this turn, can you give us some advice on the effects of doing that? Especially as we have the Warrior Nobles asking to become the leaders right now, and we say no then make sure the Priests become the leaders instead of them...
They be unhappy about it and their quest will get penalties for failure on the next 3 quests(-1 stability). The first of these quest will be to equip the nobles with scale armor in 4 turns followed by one to conquer the riverbank orc settlment between us and the Islanders.
@Brogatar@silverwolf@jjffjhjf Can I suggest you guys correct your votes? Because it looks like you all forgot to put the [X] box in front of them... Also, if you don't want a vote that instantly jumps us to a Theocratic government to happen, we need to work out a vote together to oppose it.