Should the world be a Low Fantasy setting?

  • Yes

    Votes: 63 70.0%
  • No

    Votes: 27 30.0%

  • Total voters
    90
  • Poll closed .
I am not sure we have much time to hunker down. We can only build two palisades a turn, and that requires us literally stopping everything else we do, including training more warriors (and the passage...). So I think that no matter what option wins here, we should probably either use an action next on getting more warriors next turn or attempt some raiding, depending on what the situation looks like.


Unless the Value has changed significantly since its PoC origin, it pretty much is just getting your farmers and telling them to fight. Now, that doesn't mean it isn't the first step on the road to getting drill masters training large amount of dedicated warriors (because it is), but right now it means levying as many soldiers as we can afford without starving. Hence the quality of sheer quantity.

Also, we can't really start an armaments industry at this stage in history, I am afraid.
well, we still have on more turn for the mountain passage don't we? We've gotta finish that first. It'll even connect us with our mountain camp, which should make the reinforcement of the Merntir easier. That and raiding is probably our only real option. Unless there is an upgraded version of raiding based off of our choice.
 
well, we still have on more turn for the mountain passage don't we? We've gotta finish that first. It'll even connect us with our mountain camp, which should make the reinforcement of the Merntir easier. That and raiding is probably our only real option. Unless there is an upgraded version of raiding based off of our choice.
We have 7 more progress to go before we get a clear path to the Mentir. Hopefully the war will be over by then...
 
We have 7 more progress to go before we get a clear path to the Mentir. Hopefully the war will be over by then...
yeah, but only 1 more before we've got that base camp in the mountains connected to. Which certainly isn't enough, but is more of a connection than before, and should work well as a way point/staging ground if nothing else. Either way, we have to finish it this coming turn. Or else take penalties and potentially lose progress. So, that and raiding/upgraded equivalent are probably our best actions.
 
[X] Regular Warriors. Following the barbaric ways of the lowlanders, the People will train large numbers of warriors to fight for the People. This will give more fighters for the People, but some will be unhappy at following the barbarian ways of the lowlands (+1 Temp Martial, -1 Legitimacy, Gain Value Quality Of Its Own)
 
in all honesty though.
We lost one of our heroes
the other one is fairly old, but thanks to him also being a tech hero, he gave us plenty of military innovations to help fight the enemy as a whole.
Now it's just only pretty much our Goddess's chosen, a martial hero of the cateyes regiment, trained in both the ways of the Arthryians and Lowlanders, and blessed to be above that with the power of the goddess, to be able to confront the enemy hero head on in a battle and not die.

Best chance to kill him is to have her use a poison bow and go for an assassination, skyrim shadow archer style.
So here is what I was thinking, Next turn we do a raid along with the passage. We launch a raid on the enemy. Cateyes begin the ambush and hit the enemy with arrows. Holy Hoplites storm the field and fight them directly with cateyes support. (y'know, given our cat themed names, I think I'll call the holy warriors catclaws from now on) During the chaos, Evalyn goes in for the kill and tries to kill the hero. (preferably at a range and with poisoned weaponry. Even if he lives after, so long as we glance him with poison, it should keep him injured and gives some more time as a window of opportunity.
 
I am not sure we have much time to hunker down. We can only build two palisades a turn, and that requires us literally stopping everything else we do, including training more warriors (and the passage...). So I think that no matter what option wins here, we should probably either use an action next on getting more warriors next turn or attempt some raiding, depending on what the situation looks like.

By the walls, I mean that the ones that the Merntir build, while the Arthwyd send troops to garrison them and possibly help in construction (likely just narrative-wise). Probably also putting a small garrison on the mountain outpost as an insurance, and to build improvements there. Agreeing on next main turn actions.

Unless the Value has changed significantly since its PoC origin, it pretty much is just getting your farmers and telling them to fight. Now, that doesn't mean it isn't the first step on the road to getting drill masters training large amount of dedicated warriors (because it is), but right now it means levying as many soldiers as we can afford without starving. Hence the quality of sheer quantity.

Really? I wasn't there in PoC, so I don't know. Puts a damper on my plans in any case. Hoping that the walls will be enough to even the odds, and that the levies get a week or two of training before being shipped there (where they may be able to get some more training, crossing fingers).

Also, we can't really start an armaments industry at this stage in history, I am afraid.

D'aww, shame that. At least the craftsmen will be afforded a measure of respect, either for somehow managing to keep up with the huge amount of equipment ordered or for producing good quality equipment that took down Vervov. Maybe.
 
[X] Regular Warriors. Following the barbaric ways of the lowlanders, the People will train large numbers of warriors to fight for the People. This will give more fighters for the People, but some will be unhappy at following the barbarian ways of the lowlands (+1 Temp Martial, -1 Legitimacy, Gain Value Quality Of Its Own)
 
[X] Sacred Warriors. The People shall not follow the barbaric practices of the lowlands, but shall train warriors that serve the goddesses in sacred duty. They shall be few in number and take more resources to train, but it will make the People happier and they shall be better than regular warriors. (-1 Temp Mystic, -1 Temp Culture, +1 Stability, Gain Value Sacred War)
Adhoc vote count started by nkd1325 on Feb 10, 2019 at 6:28 PM, finished with 182 posts and 52 votes.
 
in all honesty though.
We lost one of our heroes
the other one is fairly old, but thanks to him also being a tech hero, he gave us plenty of military innovations to help fight the enemy as a whole.
Now it's just only pretty much our Goddess's chosen, a martial hero of the cateyes regiment, trained in both the ways of the Arthryians and Lowlanders, and blessed to be above that with the power of the goddess, to be able to confront the enemy hero head on in a battle and not die.

Best chance to kill him is to have her use a poison bow and go for an assassination, skyrim shadow archer style.
So here is what I was thinking, Next turn we do a raid along with the passage. We launch a raid on the enemy. Cateyes begin the ambush and hit the enemy with arrows. Holy Hoplites storm the field and fight them directly with cateyes support. (y'know, given our cat themed names, I think I'll call the holy warriors catclaws from now on) During the chaos, Evalyn goes in for the kill and tries to kill the hero. (preferably at a range and with poisoned weaponry. Even if he lives after, so long as we glance him with poison, it should keep him injured and gives some more time as a window of opportunity.

Nomads = Vervov the Warrior Toungue with no Rival, genius Martial, and hero diplo.

4 heroes.

Merntir = 1 young martial hero named Cadyn/Cadyl, alive.
Merntir = 1 old tech hero named Curyn, alive, but for how much longer?
Playerr faction = 1 old martial hero named Malbyn, dead.
Player faction = 1 young martial hero named Evelyn, alive.

The leader of the Merntirish defenders, a Cateye of Merntir origin by the name of Cadyn, is the greatest fighter of the Merntir since the pre-truth war with the Arthwyd and yet it just isn't enough. The Boarfolk leader just outclasses Cadyn when it comes to the art of war and each time Cadyn manages to gain the upper hand, the enemy leader just snatches it away with a new trick.

The war goes poorly at first as the Merntirish have little idea on how to effectively fight the fast-moving and physically mighty Boarfolk nomads. The tribes strike at the easternmost villages of the Merntir, overrunning what little defence that people could put up before taking the spare crops, slaughtering the priests in the village shrine and imposing their rule over the surviving villagers.

Never together in one great horde, Boarfolk would split up by tribe as each tribe would go their own way, sometimes meeting up with others to trade, fornicate and share news whilst always listening to their overall leader.

Some of this tribes would make the mistake of taking some of the People prisoner, taking them with them to serve them as forced labour. This was a mistake on their part that Cadyn made sure to both exploit and punish them for.

The People are the chosen of Arthryn and her daughters and she knows where all of her chosen people are. Whenever a tribe of Boarfolk would keep some of the People as slaves, Cadyl and the Merntirish fighters knew where to strike.

With hunting packs of regular hunters led by a Cateye or two, Cadyl would systemically pick off the offending tribes as the Merntirish would track them down in familiar lands before striking when the invaders were in a moment of weakness, either wiping out the whole tribe or crippling them.

It didn't take long for the nomad leader to figure out what was going on and soon the Boarfolk had stopped taking the People as slaves or at least taking them as slaves outside of the conquered villages.
Osha altered Cadyl's name for some reason, gender-bend from male to big boobed female with no back pain?

Evalyn might have grown up amongst the People, but she was not born amongst them and neither were her parents. Her earliest memories were from when she was still in the lowlands and then the journey north as Malbyn and the Cateyes took her family amongst many others back to the People with them.

And yet that wouldn't have been enough to join the Cateyes if it wasn't for the command of the All-Seeress for the goddess instructed her priests that Evalyn was to be allowed to join the Cateyes. Even then, there had been some debate amongst the priests until Malbyn had personally stepped into declare her support for Evalyn joining the ranks of the Cateyes, her first major action since the death of her lover Cadnys.

Upon the arrival of the Arthwyd reinforcements, Curyn, the old genius of the Merntir, revealed the greatest of his inventions. Curyn had spend the last generation experimenting with some of the local poisonous plants called nightleaf.

For as long as anyone could remember, nightleaf had been avoided by the People for anyone who eat it died as their body stopped working and they lost both their sense of pain and their ability to feel anything.

Curyn had sought to understand more about the nightleaf, seeking a way to overcome it and that is what he did. By experimenting with the nightleaf and letting the hunters test his ideas and creations on the animals they hunt.
 
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4 heroes.

Merntir = 1 young martial hero named Cadyn/Cadyl, alive.
Merntir = 1 old tech hero named Curyn, alive, but for how much longer?
Playerr faction = 1 old martial hero named Malbyn, dead.
Player faction = 1 young martial hero named Evelyn, alive.

Osha altered Cadyl's name for some reason, gender bend from male to big boobed female with no back pain?
I'm assuming that was just a typo, as Cadyn has been consistently referred to as a man.
I also don't recall any gender bending shenanigans going on with any of the mortals in our civ, so I'm not sure why that point keeps coming up.
 
I'm assuming that was just a typo, as Cadyn has been consistently referred to as a man.
I also don't recall any gender bending shenanigans going on with any of the mortals in our civ, so I'm not sure why that point keeps coming up.
Because the All Seer divinity got gender-bent from male to female, and the player civ hasn't had a male great person they remember? Our civ also isn't human Osha says they are, but they can't have genetic diversity. Divinity gene locked our civ to 'isn't it great everyone has big chests?'. We should be stuck in a gene lock, but there will probably be an excuse to pass it away as inconsequential.
 
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Because the All Seer divinity got gender-bent from male to female, and the player civ hasn't had a male great person they remember? Our civ also isn't human Osha says they are, but they can't have genetic diversity.
There are literally two male Great People in our civ right now, so that disproves your point.
I'm also more inclined to trust the word of the QM over yours on such matters, no offense.
 
There are literally two male Great People in our civ right now, so that disproves your point.
I'm also more inclined to trust the word of the QM over yours on such matters, no offense.
So we don't need to build the mountain pass to control the Mentir, and have them truly be our civ? When did that happen?

The Mentir heroes are not our male great persons, they are the Mentir's heroes. The culture who got a divinity gender bent to be more easily absorbed by the player faction. The player civ made no true remark about changing a divine's gender, almost as if the player civ sees females as superior to men all the time.
 
So we don't need to build the mountain pass to control the Mentir, and have them truly be our civ? When did that happen?

The Mentir heroes are not our male great persons, they are the Mentir's heroes. The culture who got a divinity gender bent to be more easily absorbed by the player faction. The player civ made no true remark about changing a divine's gender, almost as if the player civ sees females as superior to men all the time.
The All-Seeress didn't have a gender before, so they didn't get gender bent, just got a gender at all.
 
So we don't need to build the mountain pass to control the Mentir, and have them truly be our civ? When did that happen?

The Mentir heroes are not our male great persons, they are the Mentir's heroes. The culture who got a divinity gender bent to be more easily absorbed by the player faction. The player civ made no true remark about changing a divine's gender, almost as if the player civ sees females as superior to men all the time.
Oshha has made it clear several times that the Mentir consider themselves to be the same civ as the Arthwyd at this point, and the only reason we don't directly control them action wise is that we don't have fast enough access to them.

You're definitely reading into the idea of female superiority though.
 
Mass combat and formation fighting, ho!

Okay, with that out of the way, my rationale for picking this choice is that my intention is to hunker down, build fortifications, and man them to secure the settlements we still have and our supply lines, while the Cateyes do their spec ops stuff (it's guerrilla warfare, the 'little war' in Spanish, not gorilla which is an animal. It kills me in the inside whenever the latter is used).

And then, we'll wait until we've got a big enough concentration of troops that are drilled enough to take the field and not be cannonfodder, or some other opportunity presents itself. We are on the defending side, and I don't think that the boarfolk can interdict our naval routes, so we may be able to win via exhaustion. This might stretch our naval transport capacity to the limit though.

I'm seeing the option not so much as getting a random farmer and telling them to go fight with minimal training. Rather, I'm seeing it as a way to start getting drill and training masters to train large bodies of warriors and then keeping the institutional knowledge when we demobilise. Also, it may be a start to a burgeoning armaments industry. (Military-Industrial complex, ho!):V

Quantity has a Quality Of Its Own is large numbers of low quality fighters (ie untrained farmers).
The increased numbers have to come from somewhere, and in this case they come from our farmers. The problem is the farmers will not be growing crops while off fighting, and when they die we have less farmers (and therefore less food production).


Smaller elite units are far more mobile than masses of untrained farmers. One or two can be quickly transported on our small boats to help fight the nomads. Our shipping is not able to transport our regular units, let alone masses of farmers. The completion of the passage will allow us to move larger forces, but the farmers will still travel relatively slowly.
 
[X] Regular Warriors. Following the barbaric ways of the lowlanders, the People will train large numbers of warriors to fight for the People. This will give more fighters for the People, but some will be unhappy at following the barbarian ways of the lowlands (+1 Temp Martial, -1 Legitimacy, Gain Value Quality Of Its Own)

I'm thinking we got enough issues with fanaticism without doubling down on it. Theres more than one way to overboost a trait.
Yeah, I think it was a mixture of them being bad at dealing with econ and diplo matters whilst being overfocused on mystic and martial matters.
Poor agriculture was their environment.
What killed them was being stuck in a Catch-22, they could not fix the poor agriculture as they were invested into wars they couldn't pull out of, nor peace out of, between their sacred war trait, their beliefs on death and their justice trait, what happened is that their leadership more or less derived legitimacy FROM the centuries long war. Pulling out would require that a theocracy announce their their god was wrong all these years.
 
[X] Sacred Warriors. The People shall not follow the barbaric practices of the lowlands, but shall train warriors that serve the goddesses in sacred duty. They shall be few in number and take more resources to train, but it will make the People happier and they shall be better than regular warriors. (-1 Temp Mystic, -1 Temp Culture, +1 Stability, Gain Value Sacred War)
 
Oshha has made it clear several times that the Mentir consider themselves to be the same civ as the Arthwyd at this point, and the only reason we don't directly control them action wise is that we don't have fast enough access to them.

You're definitely reading into the idea of female superiority though.
Osha has also made it clear that Osha is treating the Mentir as a seperate civ from the Arthwyd until the connection is completed. Seriously, a good boat connection will possibly never be enough of a connection? While the Mentir consider themselves Arthwyd they are currently not Arthwyd in every way that matters to put them as our civ. The Arthwyd even call the Mentir heroes members of the Mentir instead of fellow citizens of the Arthwyd in this update.
 
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